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PACKAGE 

OF ONE OptniEs on 

M TWn OUARTERS ONLY ~ 

i-Hnld l*.D qUciilBrnODEIHER 

■■-IBC and Inserl In slDl- 

U U ~ - TURN HANDLE TO RIGHT 

i: lovccsIliE pankanB. 

USE 2 QUARTERS 

BACK TO BACK 

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\ OperatesjD 

ONLY 

. Hold two quarters TOGETHER 
and insert in slot* 

; . TURN^ANDLE TO RIGHT 
^ to receive package. 

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A t: N A 


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EnCOURTERS Hlj 


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Quake III Arena™ C 1999 id Software, Inc. All RIgtits Reserved. Distributed by At 
under license. QUAKE*, the O'- looo, and Id* logo are registered iradamarKs of Id S' 
Inc. QUAKE III Arena'*^, QUAKE It™, the Oil™ logo, Ihe Qlll™ logo, and the Id Sol 


9 Id Software. Inc. All Rights Reserved. Distributed by Activision 

- - -■ Id Software, 

, ... ... .... Id Software™ 

re trademarks of Id Software. Inc, Actlvtsidn* is a registered tradsmarli of Actfvision, 

c. All other trademarks, trade names, and images are properties of their respective owners. 



Vo ttitlhk CbMSK. 



. Opera tesoTL— — - 
''■^iTWb'qOARTERS ONLY 
Hold two quarters TOGETHER 
and insert In slot- 
TURN^HANDLE TO RIGHT 
to receive package. 


PACKAGE 
OF ONE 


TWO QUARTERS ONLY.- 
.Ko!iW\-.3-tiu.iriefnOG'ETHER 
and insert in slot- 
TU8N HANDLE TO RIGHT 
loi'cccive package. 


USE 2 QUARTERS 
BACK TO BACK 















HARD 

STEEL 


fcu wmr JO / 

F»R*T f 

play 


MAKES A LITTLE 
GO A LONG WAY! 

A DEVICE DESIGNED 
TO PROLONG MALE 
CLIMAX WHILE STIMU^ 
..JATIKG HEHIWTffE' ' 
RIGHTPLACE! 




CA/^Pe^'f 


- Operates on • 
Twn.niiflnTFRsnNLY 


’»%r; 




How does a pudgy Messiah 
with only a diaper for 
defense find out the 
source of evil on earth? 

mil II iM.,1*. 


Possession... Naked and 
defenseless, Bob uses his 
only weapon and takes 
possession of the first 
character he sees, a worker. 


Bob, recognizable by the halo, 
realizes that the worker does not 
have security access to leave the 
room. So to cause a commotion, 
"Bob” lowers a 5>ton tank on 
unsuspecting worker. 


Then he can possess the 
medic sent in to aid the 
crushed worker, medics 
have security access. 



Now through a warehouse Dumping the medics body. Cops also have laser While being scanned at the 

door. Bob still needs access Bob realizes that Cops have sighted GUNS! door Bob attracts some 

to the lab where he believes access to the lab. How heavenly! unwanted attention, 

he'll find some answers. 



After seeing the awe* 
some power displayed 
by the behemoth, who 
needs a cop. Bob takes 
possession of the 
Behemoth and is ready 
to KICK SOME ASS! 







Messiah ©1999 Shiny Entertainment, Inc. 
of Interpiay Productions. All rights reserved. 

property of their respect 


"What will revolutionize the 
gaming world... is Messiah's 
unique style and more than 
a little disturbing gameplay." 

- PC Accelerator 


"It's this act (possession] of not just taking on a body, 
but an actual character that makes the game so unique 
' Core Magazine 


"'Making of Messiah 

BY MAIL. SEE BOX FOR DETAILS. 


"The only thing that people 
be talking about next year is 
how nothing compares to 
Messiah." - game Pro 



50 enemies. 33 levels. 25 weapons, 4 time-warped worlds. 2 deadly sidekicks. Everything to feed an appetite -for destruction and 
So don't get too used to your weapon, your enemy or even your notion of time. Once you do, you're bound to awake in a whole, 

Ion Storm. Daikatana. Hire Miyamoto, Supeifly Johnson. andMIkiko Ebihata are trademaks of Ion Storm, LP.(e) 1997-1999 Ion Storm. LP. Bdos Interactive is a registered trademark ol Eidos, PLC(R) 1999 Eldos. Sdlx Interactive enc 



evoke sheer terror amon^a -few ill-fated network friends. Just remember, this is a place stalked not only by creatures but by change 
new world filled with horrors even more unimaginable than in the one before. WWW.DAIKATANA.COM 

llx Interactive logo are trademarks of 3<llx Interactive. Inc. In the USA and other select counlties. The ratings Icon is a trademark ol the Interactive Digital SoftwareAssodatlon. All rights reserved. 


Suspect everyone. 
Trust no one. 


, . 

; 

1: 

N ' - ' ‘i -i I'i 

I 

Ij’l'n'iiii' 

! .... 


IDOS 



0 la 7 ^ W©-' 

For a clp^Jook go to eidos.com 



iE 

111 


m 

s 







■ , Darkness falls over the city. Not the kind 

f #■ darknaffl that wmea with the absence of 
m light, but rather the absence of good. And 
W while many prepare to naively celebrate the 
f . new millennium, a small mysterious cult, 
known as "The Fallen", prepares to fulfill the 
TiaTk promise of an evil prophecy. Yet, left 
Ending between these "Fallen" ones is a rookie 
Ct^ and a disillusioned ex-cop. 


One, woman." one man^MM|| 
, ■ H,Vone goai.i.'i.sur.yiy^ 


• Play 1 of 2 

main characters - 

D'arci Stern - an agile, 

street-savvy female cop or 

Roper McIntyre - a mysterious ex-soldier. B 

• Multiple modes of combat. Engage in hand-to- 
hand fighting, heavy-weaponry facS-offs, 
vehicle chases and building shoot-outs. 

• Command a variety of vehicles. Take control 
of police cars, vans, motor-bikes, hang- 
gliders, ambulances, trains and helicopters. 

• 3D volumetric fog, rain, snow, night and day 
simulation, wall-hugging shadows’ and real- ' 

R^^asimulaton of crashes enhance the 
aimesn!^S§fteHac.t4on of the game. ' 



^ Make sure each side of the 
crown has a smooth, curved indent. 


:#^^High altitude JbrJdgerhopnTng^ 

r’*' V 




irs^rMTne shaft wind shear: 


From the mountains of Kazakhstan to the ruins of the Oimecs. It's 17 chapters 


i(^^se^^;iJigcfU''tterlSlh6r(zaHon. 





Raging H^O soalct 


For Windows 95/98 




^ Never, under any circumsfances, fum the 
brim up. Remerhber, you want to look like o 


of epic, blood-pumping adventure 




, C- 

v 




/I. 


NVIDIA GeFORCE 256 can show, 
you the time o 

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NVIDIA.. 6: 



DAIKATANA“ 



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ANACHRONOX^ 


THIEF 11: 

THE METAL AGE ' 


eidos.com 


;2VIDIA,. 



CGMRUTEK 


WORLD 


COVER STORY 


Beat the Best 
New Games 60 

Getting whuped by your games? No one pushes 
our readers around! (Except us.) Repeat this mantra: read, 
win, repeat. Well show you how to kick the crap out of all 
these great games: 

Age of Empires II: Age of Kings 

Age of Wonders 

Homeworld 

Quake ill 

Panzer Elite 

Panzer General 3D Assault 


Rogue Spear 
System Shock 2 
Unreal Tournament 



PREVIEWS 


Star Trek Deep Space 9: The Fallen 
Star Trek Voyager: Elite Force 

After Streetwalker, Star Trek may be the oldest license around. But wait! 
These two games utilize the UNREAL TOURNAMENT and QUAKE 111: ARENA 
engines, and they could be the long-awaited “great" Trek games that will 
make even those without facial hair and Federation t-shirts beam down 
for a closer look 48 

Thief Z 

Looking Glass ups the ante on its innovative "first-person sneaker” with 
THIEF 2: THE METAL AGE, an even more in-depth crash course on 19th- 
century burglary 52 


COMPUTER GAMING l/VDRLD • eg w . g a m e s p o t . co m • FEBRUARY 2000 


11 







A Baldur’s Gate™ Engine Adventure beneath the Spine of the World 
www.interplay.com/icewind 


Duii geons&.Drag ons' 


Icewind Dale: ©1999 Interplay Productions. All Rights Reserved. Bioware Infinity Engine ©1998 Bioware Corp. All Rights Reserved. Icewind Dale, FORGOTTEN REALMS, the FORGOTTEN REALMS 
logo, ADVANCED DUNGEONS & DRAGONS, the AD&D logo, TSR and the TSR logo are trademarks of TSR, Inc., a subsidiary of Wizards of the Coast, Inc., and are used by Interplay under license. Black 
Isle Studios and the Black Isle Studios logo are trademarks of Interplay Productions. The BioWare Infinity Engine logo is a trademark of BloWare Corp. Exclusively licensed and distributed by Interplay 
Productions. Ail other trademarks and copyrights are proper^ of their respective owners. 



READ.ME 


32 













AGE OF EMPIRES II: 
AGE OF KINGS 

• Unreal Tournament 

• Tomb Raider: The Last Revelation 

• Armored Fist 3 

• Dirt Track Racing 

• Final Fantasy VIII 

• Dungeon Keeper 2 

• 1602 A.D. 


CBWs nominees for Games of the Year, Richard 
"Lord British” Garriott spills the beans on his next 
game, an interuiew with Sierra-honcho Daue 
Grenowetzki, layoffs af MicroProse. 


REVIEWS SI 


Unreal Tournament BZ 

Ultima IX: Ascension 86 

Sim Theme Park 89 

Indiana Jones 8c The Infernal 

Machine 92 

Spec Ops 2 vs. Delta Force 2 96 

Half-Life: Opposing Force 100 

Wheel of lime 102 

FIFA 2000 108 

Panzer Elite 110 

Jane’s USAF 112 


Age of Wonders 122 

Pharoah 124 

Microsoft Flight Simulator 2000 vs. 

Flight Unlimited 3 128 

NBA Live 2000 134 

Interstate ‘82 136 

Links LS 2000 138 

Nocturne 142 

Flanker 2.0 144 

Silver 146 

Revenant 148 

MiG Alley 150 


Slave Zero 116 

Quick Hit Reviews 152 


Diplomacy, Grand Theft Auto 2, Pandora’s Box, NFL Blitz 2000, 
Operational Art of War II: Flashpoint Kosovo, Axis & Allies: Iron Blitz, 
Napoleon 1813 


1 HfflRDWnRE 

156 1 

Time to Upgrade? choosing the right 
motherboard chipset and memory. 

Killer Rigs 

160 

Loyd Case Loyd damns dumb design 

162 

Tech Medics Technical help in troubled times 

164 

Hardware Reviews 

Cordless Wheel Mouse 

157 

Logitech Cordless MouseMan Wheel 

157 


Hammerhead FX Gamepad 158 

Diamond USB Network Kit 158 

3Com Home Ethernet Kit 159 

Saitek RlOO Wheel 159 



■ilH 166 1 

Action Thierry Nguyen 

166 

Strategy Robert Coffey 

167 

Simulations Gordon Berg 

168 

Sports George Jones 

169 

Adventure/RPG Dessiock 

170 

■departments 

George Jones The trouble with saved games 

21 

Letters Send lawyers, guns, and money 

27 

Advertiser Index 

174 


Grocnspeak Exhibit A; Why Jeff is a hopeless nincompoop. . 


COMPUTER GAMING WORLD 


igw.gamespoi.i 


• FEBRUARY 2000 


13 






T BOARDderelictvesselsandrepair 
them to add to your neat. 


< DESTROY your enemy with phasers. photon 
torpedos. or over 30 special weapons. 


TM, ®. & 02000 Paramount Picluius. All rlphts reserved. Star trek and related marks are trademarks of Paramount 
Pictures.Actinsler) is a registered trademark of Activision. Inc. The ratings iKmisatrademarkoflhalnteracttve Digital 
Snltwan! Association. All other trademarks and trade names nre die properdes of their respective owners. 




' A BOMBARD your enemies with 
long-range weaponry. 




A ASSIMILATEenemyvessetsanduse 
their own ships against them. 


AcliVisioN. 










-4 BUILD Slarbases to harvest re 
construct your Armada. 


> ELUDE your enemy by using one of the five 
kinds of nebulas to conceal your forces. 


▼ EXPERIENCE REVOLLTTiONARY EFFECTS. A real 30 
engine showcases the cinematic action of your 30+ starships. 


.09 ; 


A DEFEND EARTH in an all out battle for survival as a net 
insidious Borg threat unfolds in 20 acb'on-patked missions. 


▼ REINFORCEyourArmadausingwormholes 
to traverse vast distances in mete seconds. 


COIMTROL 


THE 


RACES 




COIVTROL THE EiALAXY. 


FOUR RACES. 

ONE GALAXY. 
ENDLESS STRATEGY. 

War rages across the Alpha Quadrant 
as you command four powerful races in 
a strategic struggle for survival. IVho 
will live? Who will be assimilated? The 
future depends an your every decision. 
IMo one said leadership would be easy. 


Available on PC CD-ROM 








p^SSessioN AW 

lotroduclog o /renettcQffy paced, ulsuwl/y'Stunolgg^Qction rt^ 
*l'i I ■ , sierra studios and ffassiu^ AntextalnnoeDf^ 











COMING IN IO€X> 


UHjuuj.slerrostucJlos.corn 

© 1999 Sierra On-Line Inc. All Rights Reserved. Sierra, Sierra Studios and Ground Control are Trademarks of Sierra On-Line, Inc. 
The Massive Entertainment logo is a trademark of Massive Entertainment AB. 



1 ■ r j} 


'my'' 





t. A. ?>r«VCHOTROMCS ASS(KIAT10N 


•k'k’kir-kk-kir'ir-k 

* CONFIDENTIAL * 

I. *** SUPER-TERRORISM AND THE 

MANIPULATION OF THE HUMAN SPECIES . 

I. Since the 1990 's, technology available to terrorists has improved, 
the scope of their destruction has expanded. SSBBRSMiMaQUfi&SSBBUBsc 

Some say it's merely the latest conspiracy fueled by 
a madman. And some say it's a future training tool made to 
look like a hyperrealistic 3-D roleplaying computer game. 
Whatever it is, proceed with caution. They know you want it. 

has made an already chaotic world situation even worse. 
According a report by the Federal Disease Control Center, 
it is the Wgrrst vir us since AIDS. It is not yet known what 
compounds make up this deadly virus, but curre nt data shows 
are likely candidates . ^^mbrosi^ the virus' 
stabilizer, has been linked to VersaLif e . ■WHat is significant 
about the number 12? Does UNATCO maintain control over Ambrosia 
distribution? can only mean www.unatco.com. 





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Deus &i, ION Storm names and logos ai' 
logo are registered trademarks of Eldos 


Bionic Augmentation, NaWotechnology and You! 


Fig. 2.2 

25 wsapoh types hiovin. 


Fig. 2.1 

Travel through New York to Hong Kong 


Fig. 2.6 Advanced AI and r?o/ji'ersa</or: systems. 
These people are real! 


III. J.C Den'bon is a powerful, nano-augmented agent for an 
[anti-terrori s-t organization.! Little is known about this person, 
but it seems that he is on a mission. JPUnPXHMBMBJmaaUagBPCC . 

He works for UNAtTCO but what side he is working for is 
inconclusive at the moment. XSStSCXStSU&tX 


XKXSUDBBXlKXX Can he be the on 
from [complete annihilation? | 


to save this world 


* * * *URGENT* ** * 


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visit the kingdom of tzan at www.talonsoft.com 
avaiLxBle spuing 2000 


Massive armies storm the castle 


Check it out at your local retailer, www.talonsori.com or call ) -800*21 1-6504 
'^Copyright 1 999 by TalonSoft Inc. All rights reserved. TalonSoft”' Is a registered 
trademark of TalonSoft Inc. TalonSoft Is a subsldlaiy of Take-lWo Interactive Softw.tre Inc. 


We ]VIake History" 10,™ 


Ships of war destroy enemy fortress 


Wizard thwarts dragon attack 




coMf*JTmm 

GAMING 

WORLD 


lEBRUARV 2000 
ISSUE 187 
cgw.gamespotceni 


LEE UMACKE<l«.uniaciie92d.com 


GEORGE JONES * gsorje iones^id com 
iprrwt 

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JASON 6ABLER • jason.babler^td.o: 


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TERESA NEWSON 


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TAMARA GARGUS 
rsewHieiAw 

ROGER DRAKE 

HOW TO CONDIDT THE EDITORS 

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RUSSEU 9RE 


EDITORIAL 


Losing by Saving 

H as computa- gaming suffaed irreversibly because of the 
save game? I found myself asking this question recently 
after spending 25 minutes watchuig Chris, our managing 
editor, play his way to a high score in Galaga on our classic arcade 
game emulator. After his game ended, 1 wondered why I had been 
so riveted to his game, and the ajiswer was obvious: I was procras- 
tinating. But tliis question triggered another thought. Part of the 
reasoji I was watching was because at any point durmg his bid for 
digital immortality, Chris could have choked and lost everything— 
the double-fire power, the high score, and the Galaga greatness. 

There aren't any save mechanisms in arcade 
games, which can make for a greater sense of 
accomplishment. 

Aside from sports games and multiplayer con- 
tests, this kind of hugely dramatic moment 
seems harder and harder to come by in PC 
gaming. 1 wonder if we're spoiled when it 
comes to the ability to save our games. Take, 
for example, one of the hints included with 
ULTIMA ASCENSION, "Save often." the tip says. 
"Brittania is a dangerous place." That it is. But 
by saving every four minutes, don't we nullify 

W Gaming death is cheap and mean- 
ingless, rather than a poTAierful motiva- 
tor and source of emotional tension. 

some of the tlirill and sense of accomplishment of playing the 
game? It seems that game designers are designing their games 
around the save-die-reload-repeat process, creating situations 
where the only way to succeed is to die over and over, reloading 
the same saved game agaui and again. Gaming death is cheap and 
meaningless, rather than a powerful motivator and source of emo- 
tional tension. 

Hey, I'll be the first to admit that we'd ding a computer game 
that didn't allow us to save our game at any point. And while I 
understand the reasoning— like a book or a movie, you want to be 
able to leave your game at any point, and return to the exact same 
place— I've begun to fear that, over the long run, this expectation is 
hurting gaming. (Yes, there's an easy answer; Save your game less 
often. Tltis is akin to asking the Fox Network to stop airing shows 
like When Vegetables Attack.) 

Maybe there's a new solution tliat sits somewhere between sav- 
ing and not saving. Like rewarding the ganger who saves less fre- 
quently, or punishing the gamer who saves more frequently. Maybe 
death can be less final and fatal so that when you die in a game, 
it's emotionally devastating, but not so devastating m terms of 
gameplay. Or perhaps true gaming death can be made harder to 
come by, depending on what you've previously accomplished in the 
game.. .kind of like those pop-ups that miraculously save your ball 
from gomg clown the side chutes in pinball. 

A climactic, save-the-world-or-lose-everything moment loses 
some of its tension when it stops being a moment and becomes 
several moments, punctuated by frequent quicksaving. 




CTTMPUTER GARAIN6 WORLD • c gw . ga me i f o t . e o m • FEBRUARY 2 0 0 0 


21 







tuncferoirthoriiy I 



















Free internet multiplayer support allows 
you to race against your friends 


1024x768 Glide or D3D graphics bring 
the racing action into sharp detail 


More real traCkS 
cars, aad drivers. 


3D positional sound allows you to hear 
your opponent attempting to pass 


All 28 tracks have been updated to 
reflect the 1999 NASCAR® season 


www.papy.com 

www.NASCAR.com 

www.sierrasports.com 


















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Soldier of Fortune® ® 1999 Activision, Inc. Developed by Raven Software Corporation. Published and distributed by Activision. Inc. Activision® Is a registered trademark 
of Activision, Inc. Soldierof Fortune® is a registered trademark of Omega Group. Ltd. This product contains software technology licensed from Id Software. Inc. ('Id 
Technology*). Id Technology ® 1997 Id Software. Inc. All rights reserved. All other trademarks and trade names are properties of their respective owners. 






'As one Great Furnace flam’d, yet from th ose flames 



li. 




Utilizes 


No ligKt but ratber darkness visible’ 

“Paradise Lost 


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■ >f P 

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/ \ ' -i: l i A . 


n enKanced version of the Unreal Tournament engine. 


J^. J- ji 

D''-:r'-P iSPAC'' riif'' 

a MILLENNIUM chronicle 

Coming Spring 2000 



UlTIMA Aggravation 


T hank you for exposing the facts about ULTIMA 9: It does not work, it’s not fin- 
ished, and Origin isn’t winning ray vote. I’li wait and see in about two or three 
months if they have finished the game. As I see it, the CD demo was an “alpha," the 
boxed CD is somewhere close to a “beta,” and anyone who paid cash was ripped off. 

Most games come out with a few “bugs," and it’s darn near impossible to be even 95 
percent ‘‘bug-free" (just big stuff like crashing), but it seems like some companies just 
don’t learn. Too many teams are held hostage to the publisher, who owns the rights and 
pays the bills. The result: a too-early release due to “fiscal” concerns. How long will the 
public take it? I know that I personally am FED UP! 

Denny Figuerres 

After being sued over ULTIMA OM.J1VE, we thought Origin would make sure UA ran smoothly. Unfortunately, it does 
seem unfinished. We had problems just installing it, let alone getting it to run. See our review on page 86. 



Confessions of a Pokemon 


Are We Living Room Bound? 


I t was great to see in your January 2000 issue several 
positive references to Pokemon, the Garaeboy game. I 
know this had to be a hard opinion to go public with, see- 
ing as how the only thing easier to bash these days is Jar- 
Jar Sinks. I’m closer to 40 years of age than to 30, 1 wear a 
white shirt and a tie to work, and I am an after-hours 
Pokemon junkie. I bought a second Gameboy as well as 
the Red, Blue, and Yellow versions so that I'd always have 
a trading partner. 

You're right— the game is amazingly addictive. Last 
weekend. I almost bought a Nintendo 64 just to play 
Pokemon Snap. Thank you for affirming my addiction. I 
may be a Pokemon loser, but at least I know I'm not alone! 

John Coppersmith 

Actually, the ranks of Pokemon losers grows ever 
stronger. In late November, the top two selling PC games 
were Pokemon Blue and Red. We were even thinking 
about doing a Pokemon special issue, until the following 
letter gave us a better idea. 

And GOD Gave to Gamers: Girls 

I was more than a little shocked and disappointed 
when I received the latest issue of CGW with the 
Gathering of Developers "Girls and Games" calendar. I am 
a big fan of computer games and a very big fan of curva- 
ceous females. However, I have no desire to have these 
two interests combined and forced upon me. I do not recall 
paying for a subscription to “PlayGamer." 

So here’s to games and here's to girls, but please let me 
be the one to decide when and how to combine them. 

Spencer Grey 

Several people wrote to tel! us that they don’t like 
cheesecake served with their gaming fare. We respect 
that, but we also like your PlayGamer idea, so we're pretty 
sure this problem will solve itself. 


$7/Hour Gameplay 

I just finished OPPOSING FORCE. It was truly full of 
gaming goodness! Lots of fun. great story. But I live in 
Canada, where the game is between S45 and S55. That 
much money for seven hours of gameplay, plus some extra 
multiplayer maps, is a rip-off. Is Sierra in that much finan- 
cial trouble that they have to soak customers by charging 
more for this add-on than it costs to buy the actual game? 

Catseye 


I 'm responding to the Read.Me article from the 
December 1999 issue entitled “X marks the Box,” in 

which the writer previewing the new gaming consoles 
asks, "Are we really living room bound?" He suggests that 
since PC monitors have such a higher resolution than TVs, 
it doesn't seem likely. 

But what’s going to happen in a few years when HDTV 
is pumped into our homes on huge 64-inch, 16:9 aspect- 
ratio screens? Our homes are going to become home the- 
aters. When that happens, will we still be content to sit in 
front of our desktops when we can be totally immersed? 

Brian A. Mercer 
Seattle, Washington 

You make a good point, hut a lot of games don't lend 
themselves to playing in the living room. Aside from that, 
when our significant others and kids are glued to the 
HDTV screen, we’U be glad to have our PCs back again. 


This Month’s Soapbox Letter 

I really like the issue about AGE of Empires 
2— my personal favorite game series. But I 

must say that it will probably be the last game that 
I buy for my PC for a long time. I have a "dream 
system," a Hewlett Packard Pentium-in 500MHz 
with 128MB RAM and an Nvidia 32MB video card. 
This is more than adequate to play any PC game 
on the market. But I just bought MOTOCROSS 
MADNESS and it freezes after about 10 minutes of 
play. MECHWARRIOR III plays great, then the 
screen craps out with horizontal lines. This has 
gone on for years, and it hasn’t really gotten bet- 
ter. Screw that "did you load the latest drivers" BS. 
I JUST WANT IT TO WORK. I don’t have the 
time— I barely find time to play the games, much 
less putz with my system to get these things to 
work. PCs have to be as foolproof as TVs or... game 
consoles! 

Tills year will be a Dreamcast Christmas in my 
house. 

Dean Chiiini 
San Antonio, TX 


COMPUTER OAMINC WORLD • cgw. garni 


• fERRUARY 20D0 



Cai) Vuli Coiifral ffie Beast Ulitfiio? 









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Best BPO 0/ ET' 


— Official E3 Game Critics Award 


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AcliVisioN. 





Live as a vampire, feeding on human prey while 
struggling to maintain your humanity. 



Survive over 800 years — from medieval Prague to a 
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your abilities or learn dark powers involving combat, 
stealth and manipulation. 


Build your own thrilling online adventure with a unique 
storytelling system. Choose a clan from the vampiric 
bloodlines and join in the never-ending war of darkness. 





Copyright ©1999 SouthPeak Interactive I.LC. All rights reserved. SouthPeak Interactive and the SoulhPeak Interactive logo are trademarks or registered trademarks of SouthPeak Interactive LLC. 




He could out-shoot any marksman and out-think any mastermind. Now you can put on 
is holster, tilt your hat to the horizon and start an all new mission in the Wild Wild West. 

Your gun play has to be quick — and your mind even quicker — as you race to uncover 

a plot to assassinate the President. Play the parts of James West and V ' 

Artemus Gordon and get into predicaments as wild as their personalities. 

So if you think you're ready to tame the new frontier, then reach 
for your sixshooter, muster up your courage and go West! 



WILD WILD V^^ST ©1 999 Warner Bros. 





Read.Me 


The Latest News From Around the Computer Gaming Worid edited by jeff_green(gzcl.com 


CGW Premier Aw« 



A t this writing, it is 17 days until the end of the millennium. If the 
world actually ends, and no one but a few radioactive bugs end up 
reading this, then we can at least take solace in the fact that comput- 
er gaming went out not with a wliimper, but with a bang. More great 
games were released in 1999 tlian in any year in recent memory, 
making it an embarrassment of riches for gamers, and a real pain-in-the-neck for 
your humble CGW editors, who are faced with the unenviable task of having to 
pick and choose the year’s best. 

Tliis was a year in which no single game dominated the world like HALF-LIFE 
did in 1998, but which nevertheless saw more original and exciting titles than 
any nonnal person who actually talks to other humans would ever have time to 
play. In virtually every genre (with the notable exception of the moribund 
Adventure genre), we had more candidates than we had room for. If you don’t 
see your favorite game listed below, chances are it probably just missed the cut. 
Or else you have really bad taste. That was a joke. 

This was also a year of great surprises. Games that we had not much hope for 
at all— OUTCAST, FREE.SPACE 2, even UNREAL TOURNAMENT— turned out to be 
awesome experiences. Each are strong contenders in their categories, and are 
easily among the best games of tlie year. On the other hand, some high-profile 
games that we were really anticipating turned out to be utter bombs— PRINCE OF 
PERSIA 3D and INTERSTATE 82 come to mind. We were holding a spot in the RPG- 
of-Uie-Year category for ULTIMA IX: ASCENSION until the last minute, but the 
boxed release was so buggy that we inunediately disqualified it (see our review 
in this issue). No game that ships in this state deserves any kind of award— 
except the negative kind. 

Finally, tills was a year in which multiplayer gaming really came into its own. 
Many of the candidates here in different categories are either multiplayer only, or 
emphasize multiplayer over the single-player experience. While we will always 
be looking for good single-player games, the multiplayer trend is still very excit- 


Action Game of tfirVesrr 

Battlezone II lAcItvtsionl 
Quake 3; Arena lid Software! 

Rogue Speai (Red Storm' 

S.WA.T.aiSierrai 

Unreal Toutnameni iGT Interactive! 


Aitventure Game df^erVear**^’ 

Gabriel Knight 3 iSieiial 
Outcastiinfogrames! 



Age Of Empires II: The Age of Kings iMicrosoft! 
EverQuest 1989 Studios! 

Quake 3: Arena nd Software! 

Team FortressiSieria! 

Unreal Tournament iGT Inteiaclive' 

f^zzTe/aassic Game of the Year 1 

Chessmaster 7000 iMindscape! 

Fantastic Journey lEmpiie! 

Mind Gym iSimon & Schuster! 

Pandora's Box iMicrosoft! 

ISacinnSameottlieTear 1 

Midtown Madness (Microsoft! 

Need For Speed: High Stakes lEA Sports! 

Star Wars Episode One: Racer iLucasArls! 
Re*VQltiAcclaiiTii 

Superbike World Championship lEA Sports! 



Asheron's Call (Microsoft' 

EverQuest (989 Studios: 

Might and Magic VII i3D0‘ 

Planescape: Torment (Interplay! 

System Shock 2 (Looking Glass/Electronic Arts! 

ISri-nSjninttheYnar 1 

Freespace 2 (Interplay! 

Heavy Gear I) lActivision' 

Mechwartior3 (Microprose/Hasbro) 

X-Wing Alliance (LucasArls! 


[ Sim of the Year I 

Apache Havoc iEmpite! 

Flight Unlimited 3 (Looking Glass- 
Jane's F/A-18 (Electronic Arts! 

Jane's USAF (Electronic Arts! 

MiG Alley (Empiie- 

[ Stratqpf Game of the Year ~ 1 

Age Of Empires II: The Age Of Kings (Microsoft! 
Alpha Centauri iFiraxis! 

Dungeon Keeper II iBulltrog/EA) 

Homewoild (Sierra! 

Jagged Alliance 2 iSir-Tech Canada/TalonSoft! 


High Heat 2000 (3D0! 

Jack Nicklaus 6: Golden Bear Challenge (Activision! 
Madden Football 2000 lEA Sports! 

NBA Live 2000 iEA Sports! 

NFL Fever 2000 (Microsoft! 

Watgame of 

Battle of Britain iTalonSoft! 

Close Combat IV: Battle of the Bulge iSSl! 

The Op Art of War Volume II: 1956-2000 iTalonSoft! 
Panzer General 3D Assault iSSi! 

Sid Meier’s Antietam! iFiraxis! 


rtenUARy zooa • egw.gameseot.eam • COMPUTER SAMINe WORLD 


32 





rd Nominees 




5, 10, 15 Years Ago in CBW 


February 19B5 

Things we don't miss 
about the old days: 
the graphics, copy-protection, floppy 
disks. The thing we miss the most the 
variety of games available. Since games 
were still largely labors of love— and 
didn't cost a million bucks to build- 
designers took lots of risks, resulting in 
an amazing variety of titles on obscure 
subjects. Take RAM!, “a realistic game of 
ship-to-ship combat in the 





Peloponnesian War," for instance. Or 
CAVEMAN, an adventure game in which 
you played a Neanderthal.There was 
SQUIRE, the game of Ttnancial planning, 
and the thrilling, chilling TRAIN 
DISPATCHER. Not all the games were for 
everyone, but there was a game for 
everyone. 


10 

February 1990 

CD-ROM is what 
everyone was talking 
at 1989 Winter 
Consumer Electronics Show. There 
were no CD-ROM games yet, but 
everyone had big plans for the tech- 



nology. Unfortunately, most of those 


iiig, especially as the technology for imple- 
menting it gets better and faster. In our 
minds, anything that gets gamers to interact 
with something other than their keyboard 
and joystick is a good thing. 

What was the Game of tlie Year? 
HOMEWORLD? ALPHA CENTAURI? SY.STEM 
SHOCK 2? AGE OF EMPIRES II? Will the CGW 


editors let their year-long obsession with 
HIGH HEAT 2000 carry over into die big cate- 
gory itself? Will the 1 1 th-hour landing of the 
stunning UNREAL TOURNAMENT carry it to 
an upset victory? Be here in 30 days for the 
answer to tliis and other questions, as 
Computer Gaming World han ds ou t its covet- 
ed Premier Awards for 1999. S3I7 


plans were pretty bad. Cinemaware 
planned to shoot film footage for a 
CD-ROM version of IT CAME FROM THE 
DESERT that would supposedly create 
200 hours of play {they soon went 
belly-up). Then there were the interac- 
tive soap operas, music videos, 
movies.... It was a brave new "multi- 
media" world. 


Reality Check 

The big winner this month: HOMEWORLO, an across-the-board home run with every gaming publication. The 
big loser: PRINCE OF PERSIA 3D, a case study in how not to make a sequel. Here's our roundup of 10 recent 
games and their corresponding review scores from the major gaming mags and websites. All scores use each 
pubs own scoring system. PCSatnef CBH PC Accdaiator Gamespot Gamecenlei 

(out of flva) (sill of lOO^lli) (out of Ttvs) (out ol 10) (out of 10) (out of 10) 


C&C: Tiberian Sun 

4 

73% 

4 

6 

7.9 

7 

Oisdples: Sacred Lands 

1.5 

89% 

3.5 


8.3 

7 

ny! 

3.5 

80% 

3 


7.9 

4 

Force 21 

1.5 

90% 

2 

6 

6.7 

7 

Homeworld 

4.5 

93% 

4.5 

9 

8.9 

9 

NHL 2000 

3.5 

89% 

3 

8 

9.0 

9 

Panzer General 3D 

3.5 

B0% 

4 


7.9 

5 

Prince Of Persia 3D 

3.5 

70«/o 

3 

3 

6.0 

3 

Rogue Spear 

4.5 ’ 

90% 

5 

8 

8.0 

9 

Seven kingdoms H 

3.5 

90% 

4 

B 

9.1 

6 


* indicates game has not been rated red = editor’? 


COMPUTtR BAMIN6 WORLO • egw.ga 



February 1995 

K would take 5 years 
of disasters for the 
wrong-headed think- 
ing about CD-ROMs to Tilter out.The 
last gasp of the interactive movie 
came 5 years ago in two horrible fail- 
ures: one was THEVORTEX, a cloying 
New-Age i-movie created by a guy 
who billed himself as the "Stephen 
Spielberg of multimedia" (and where 
is he nowtl.Then there was JOHNNY 
MNEMONIC, an experimental 
game/movie that was damn near 
unplayable.The lesson: while you can 
have games wKh cinematic qualities, 
you can't make a game out of cinema. 




Read.Me 


Hasbro Slashes Workforce, Kills FALCON and 
Other Games 


The GOOD... 

UNREALTOUR^AME^IT 


Bad Day at Microprose 

H asbro fired 130 software developers and slmt down two of its four 

MicroProse studios in December as part of a massive worldwide layoff tliat 
included 2,200 employees. 

By closing its Chapel Hill, NC, and Alameda, CA, studios, Hasbro temiinated X- 
COM GENESIS, MASTER OF MAGIC 11, and add-ons to FALCON 4.0. In a press release 
announcing the closures, Hasbro asserts that the brands and traditions that have 
made MicroProse an industry legend— minus hardcore flight simulations, a 
MicroProse staple since the company's inception— will continue at the Hunt Valley. 
MD. studio. The projeas in development there, GUNSHIP 111 and X-COM ALLIANCE 
and their respective teams, were unaffected by the layoffs. Hasbro also said it will 
publish CIVILIZATION III and Ml TANK PLATOON III under the MicroProse brand. 

The layoffs hit the teams in Chape! Hill, NC, partiailarly hard. Some of the 
employees were recent hires who had "uprooted their lives and movetl 2,000 miles 
in the last month just to get a pink slip two weeks before Christmas," said a mem- 
ber of the X-COM team. 

"The worst thuig for me," said another X-COM member, "is that we don’t know 
why. We had a killer game that looked great and was right on schedule, If we 
sucked. I'd understand it. But we did everytliing right. I just don’t get it." 

Hasbro’s aitbacks follow similar moves at Sierra and Interplay, where several hun- 
dred developers have been let go and numerous games cancelled. While softer sales 
in the PC market are often blamed, flight siins have been especially hard hit. These 
latest cutbacks mark the end of MicroProse's high-end flight sim line, which was 
responsible for such famous games as F-15 STRIKE EAGLE. F-19 STEALTH FIGHTER, 
and FALCON— the latter two being CGW Hall of Fame winners. 

At the Alajiieda offices where the FALCON team worked, one artist found his dis- 
missal sadly ironic. "One thing we heard repeatedly over the last year was that 
Hasbro was about 'making the world smile.' We're not smiling much around here. " 


Well whaddya know. CGWwas underwhelmed at 
best by UNREAL, which seemed more like a pretty 
engine than an actual game. But UNREAL 
TOURNAMENT is 
nothing less than 
amazing, with 
some of the best 
most creative 
deathmatch levels 
we've ever played. 

CGWhad been a 
"QUAKE house" for 
years— it's been 
the default death- 
match game from 
the first release on. 

Not anymore. All 
hail UNHEAL TOURNAMENT— the New King of first- 
person deathmatching, 

the BAD... 

RED STORM'S CARAMEL CORN It 
arrives every Christmas. It looks horrible. Those who 
don't know what it is don't even want to look at it 
let alone eat it But the big vat of extra-sweet 
chocolate-coated caramel popcorn that Red Storm 

1 sends is possiblythe 
most delicious food 
ever created by man 




Sierra President Dave Grenewetzki 
Discusses Changes, Cancelled Games 

Sierra Talks Back 

S ierra On-Line's late-September announcement of major organizational 
changes, layoffs, and the cancellation of BABYLON 5 and a few other 
games created a vocal wave of criticism from gamers and the gaming , 
press— not all of it accurate, according to Sierra. We sat down with Sierra presi- * 
dent Dave Grenewetzki and let him tell his side of the story. 

Grenewetski corrected us in our report last month that Dynamix had shut | 
down. Although there were numerous layoffs, the office is still open, and the 
Dynamix name— at this point— still exists as a brand. The teams still in opera- I 
tion include those working on the TRIBES franchise, and the 3D ULTRA titles. 

As far as the BABYLON 5 cancellation goes, Grenewetzki had this to say: "We , 
know people had their hearts set on this and we did too. But this game was in ! 
development for so long, and we were considerably farther out than [the devel- 
. opment team] wanted to believe. During all the development time the TV show 
went off the air, and we were still throwing a lot of money at it. We just didn't 
see any way to get to the other end of this— to produce a game good enough to 
I satisfy those waiting for it, and to make back what we spent on it," 

I Grenewetzki says the future is still bright for MIDDLE EARTH and other 
' Tolkein games. "We are not getting out of the Tolkein business," he said. 

"We've done a 'reset' on the design of MIDDLE EARTH. The original team just 
wasn’t taking us where we wanted to go. We have one of the seriously cool 
■ worldwide licenses here and we want to make sure we do the right thing." 

-Jeff Green 


or beast It resides in 
‘The Bad" this month, 
because we are all 
sick from eating too 
much. And it was 
gone in two days. 
Next year. Red Storm, 
we want two vats. 


and the UGLY... 

ULTIMA IX Here we go again. Apparently, the 
multimillion-dollarclass-action lawsuit filed by 
angry consumers for the premature release of 
ULTIMA Online was not enough incentive for Origin 
to do (he right thing this time. The right thing? That 
would be to finish their game before selling it to the 
public. ULTIMA 
IX's horrid per- 
formance and 
massive bug 
list is an 
embarrassment 
to the industry, 
and a blight on 
the name of 
this great 
series. All 
involved should 
be ashamed. 




FCBRUARV 201 


gw.gai 


• COMPUTER 6AMIN6 WORIO 



ReaUMe 


The Latest Heaping Pile of Rumors, Innuendo, and Gossip 


Stealth Mode 

J ar Jar, say hello to my boomslick. It's not enough that they've 
taken over our computers with elves and ores, and caused us 
to lose jobs and families to our online EVERQUEST addictions. 
Now Verant Interactive is rumored to be making an official Star 
Wars massively-multiplayer game. It’s frightening to think how 
popular this game could be. Verant has also opened a second 
development studio in St. Louis to go along with their head- 
quarters in San Diego. 

Not to let Verant have all the fun, Hasbro Interactive 
and their new acquisition Wizards of the Coast are plan- 
ning a massively-multiplayer Dungeons & Dragons game. 

Requests for proposals have gone out to various developers 
and are being sorted through by Hasbro Interactive. A persiS' 
tent-world D&D game could hit the sales chart with a magic mis- 
sile. How the recent massive layoffs at Hasbro affect this plan is not 
for Sneaky to say, however. 

They've been working on the railroad, so now it's time for a 
tropical vacation for Poptop, makers of the well-received RAILROAD 
Tycoon 2 . Sneaky was picking up his usual monthly shipment of 
black-market Havanas when a voice whispered out of the shadows: 



"Senor Sneaky, you leesten now. 

You know Poptop, no?" I nodded, all ears. "Their next game weel 
be called Tropica." This mysterious figure went on to explain that 
the game will put players in charge of a banana republic country as 
a sort of Fidel Castro-like leader.The game will be a mix of building 
and tongue-in-cheek politics. "But what about a RAILROAD TYCOON 
3?" I asked. "Maybe.. .maybe," the stranger said and disappeared. 

Buried in Eidos' third-quarter financial statement was a mention 
that, yes indeedy, they had acquired 51% of Ion Storm. 

Impressions is cancelling the Mac port of PHARAOH. They're not 
happy with the support that Apple is providing for games, and the 
market isn't exactly huge, either.The more things change... 
Sneaky understands that in Europe the perception of the 
U.S, is formed by Baywatch and Miami Vice re-runs. 
Europeans think we strap on a glock and slip a couple com- 
bat knives into our boots, just to take out the garbage. Still, 
did the Finnish level-designers of MAX PAYNE really need a 
couple of armed bodyguards just to check out some aban- 
doned buildings on their trip to New York? In their own words, 
they had '.'..some close encounters with the natives, curious of the 
six strangers visiting their hoods. Thanks to our security personnel, 
we managed to gel out of there alive." 

MAX PAYNE would be proud of you, boys. Sneaky hopes you 
were served milk and cookies on your flight back to Finland. 

Got a hot tip to share?Tell it to Mr. Sneaky at sneaky <'‘zd.com. 
He's always there for you. 







■bidf iime 

■ ■ ■ mkim ■■■ Send updates to: cgwpipelin8@zd.coni 


American McGee’s Alice Hoquc/EA 

04 00 

Heed for Sneed: Motor City Electronic Arts 

04 99 

Alleqlance Microsoft 

02 00 

Nevenvinter NIahts Interplay 

04 00 

Anachronoi ion Storm/Edos 

02 00 

Noi Westwood 

0100 

1 NEW 

Baldur’s Gate II: Shadows Of Amn Bioivarc/InteriJlay 

03 00 

Oni Siinaie 

0100 

Battle We IV Blue Byte 

03 00 

Pool Of Radiance II SSI 

04 00 

Back & White Eft 

02 00 

Reach for the Stars SSG/SSI 

0100 

Comanche/Hakun Emgire 

02 00 

Risina Sun TalonSoft 

01 00 

Codename: Eaole TalonSoft 

0100 

Risk II Hasliro 

8j«« 

Conquest: Frontier Wars Diqital Anvil/Microsoft 

02 00 

Rode GT Interactive 

03 00 

Crimson Skies Zipper/Microsoft 

02 00 

Sanitv Monolith 

04 99 

Dark Reran 2 Activision 

gjop 

Settlers IV Blue Byte 

04 00 

Oeus Ex Ion Storm 

02 00 

Shadow Watch Red Storm Entertainment 

0100 

Diablo II Blizzard 

0100 

ShoQun: Total War EA 

0100 

Duke Nukem Forever 3D Realms 

02 00 

Sid Meier’s Civilization HI Rraxis/F<ticraProse 

04 00 

1 NEW 

E«l Dead: Ashes 2 Ashes THQ 

03 00 

Silent Hunter II SSI 

0100 

i?ft-t0E SuperHornet Interplay 

04 99 

SimMars Maxis 

03 00 

Felony Pursuit TKQ 

02 00 

Soldier of Fortune Raven/Activision 

01 00 

ci4A(laE. Rnal Fantasy Vlll SnuareEft 

0100 

Soverelqn Verant/Sony Online Entertainment 

04 00 

Force Commander lucasArts 

otoo 

Starlancer Oiqital Anvil/Microsott 

01 00 

Freelancer Diuital Anvil/Microsott 

04 00 

Star Trek Armada Actinmon 

01 00 

Sants: Qtizen Kabute Interplay 

0100 

Star Trek Vovaqer: Bite Force Activision 

02 00 

Good & Evil Cavedoq/GT 

03 00 

Summoner Volition/THO 


Sound Control Sierra 

01 00 

Tachvon: The Ftinqe Novaioaic 

01 00 

Halo Bunuie 

04 00 

Team Fortress 2 Valve/Sierra 

02 GO 

Harpoon 4 SSI 

Q2 00 

The Sims Maxis 

01 00 

Heavy Metal F.A.ILK. 2 G.O.O. 

02 00 

Thief 2; The Metal Aqe Lookinq Glass/Eidos 

02 00 

Hidden & Danaerous: DevH's Bridqe TalonSoft 

0100 

Tribes 2 

02 00 

Kiah Heat 2001 3D0 

02 00 

Vampire: The Masquerade Hihilistic/Activision 

0100 


01 00 

WarCratt III Blizzard 

04 00 

Loose Cannon Microsoft 

02 00 

Warlords: BatUeerv SSG/SSI 

8H» 

Motorcross Madness 2 Microsoft 

Q1 00 

Werewolf Dreamforge/ASC Games 

Q1 00 


COMfUTED 6AUIN6 WQRID • egw.q^ 


• FEBRUARY 2000 





All Rights Reserved, kd'rns, the kSrna logo, Razer, 

)go ere ail trademarks of karna ac. Oiablo is a trademBrk^HHjH 
registered trademark of Davidson and Associates, litc.TffPSR^ ai 
d. Ail other trademarks or trade names are the property test 


Look for Diablo II in stores near you. 

Screen shot courtesy of Blizzard Entertainments 


THE 


FiBhT EVIL and reap i^our raaarda more aaiFTui^ and 
accuraTBLi^ airh rha aana dpi razar aanniBLana . 


karna 










Order exclusively via 

www.aliothermicesuck.com or call toll free 
1.877.razerzone (1.877.729.3796) 


T h 


Prepare to take on the Devil 
himself in Diablo" li — sequel to 
the monster Action/RPG hit. 

But be warned: to face such a 
foe, you'll need one hell of a 
weapon. Introducing the Rarer' 
Boomsiang": 

e Better in Battle - Three times 
the accuracy of a normal mouse 
(1000 dpi and 2000 dpi available) 

■ Faster Means Stronger • 
Lightning-quick, four-button 
control 

■ Nimble Precision - On-the-fiy, 
adjustable sensitivity 

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Htavy G«at* Ouk Cabia image Brir<i«d courtesy ol Activision, Inc. •'1997-1999 Activision, Inc. '1999 Oream Pod 9, Inc, and Target Carnes, AB. 

• •’1909 Aureal Inc, Aureal, the Aureal logo, and A3D aretrademarlis and Vorle* is a rejislered trademark ol Aureal Inc, All othertradetnarks ate proneitits ol their respective owners. 


CGIflf PROFILE 


Read-Nie 


The Creator of the ULTIMA Series Talks About His “X” Project 

Richard Garriott 


1. What's been the biggest change in the game industry since you started? 
Richard Garriott: The amount of hard work it takes to make a game versus 
the financial return. When I published the ULTIMA prequel AKALABETH in 
1980, 1 worked for a few weeks to create a couple thousand lines of BASIC, 
which generated a simple 3D dungeon game. That game cost me effectively 
nothing to create and sold about 30,000 copies on the Apple II, for which I 
received about S5 per copy. If you do the math, $150,000 is not a bad return 
for 3 hundred hours of work by a high school kid. 

2. Online only? Are you crazy?!? 

RG: At first, I thought so too. One great aspect of single-player 
games not yet found in online games is that each player has the abil- 
ity to play the lead role in the Story. You get to see each and every 
feature as if it was created for you and only you, oblivious to the fact 
that every other player is thinking the same thing. In online games, 
you can travel with all your friends; you can literally live in a constantly 
changing world far richer in many ways due to the thousands of other real 
people, than one we could create artificially. However, in online games, 
everyone cannot play the lead role. Your life is therefore often less 
"charmed," which is a basic attraction of fantasy. 

So....i believe I have the answer. I believe I have a plan for a bold new 
type of online game. A game which embraces the best aspects of single- 
player games, yet also shares these experiences with new and future friends 
across the globe. My pet name for this new game is the roman numeral "X." 
Whatever we call this game, it is the spiritual successor of ULTIMA; thus, 
having just released ULTIMA IX, 1 call it X. 

3. Now that Ascension is wrapping up the ULTIMA series, how do you feel 
embarking on a new game like "X"? 

RG: Honestly, I am really quite sad that I can't take time to do everything I 
have an interest in doing. I am far from done with my interest in the series. 
Yet, 1 also have been waiting years to do something new, to create a new 
world and fiction. Still though, for me the new game will be an Ultima, in 
that it will be a detailed, immersive, virtual world with a compelling reason 
to be there. It will still be an interactive sandbox with lots of things to touch 
and play with. It will still have a philosophical basis underpinning the soci- 
ety within it. 

Honestly, I am also rather scared. I am honored that Electronic Arts and 
Origin feel that I am one of the best bets they can make in creating a big 
new property, which is a financial holy grail in gaming. And though I have 
strong confidence in my skills and dedication to this craft, I have proven that 
I can do this only once.. .20 years ago...when there was no competition. 

As I have gotten deeper into the new design recently, my confidence has 
grown that I am onto something really good. With the new game, I am try- 
ing to showcase the far future of games, to really go out on a limb and try 
to grab some aspects of what games might be like 20-50 years from now. 
Which means this game will be hard to make-another aspect of my work 
which can often get my teams into trouble. Wish me luck! 

4. "X" is still in the very early stages, obviously. Where do you get your 
ideas for it? 

RG: i believe there are always way too many good ideas within easy 
reach. But, a good individual idea is far from being a complete great 
game. How you sort through potential ideas and fill in around initial 
key concepts requires a great deal of work and insight. When I am in 
the early stages of a game, as i am now with "X," I document and study 
the core concepts I am considering. For example, I am reading a great 
deal of Buddhism right now, as there is a strong corollary with 
Buddhism and the philosophy I am considering for "X." 



I have retold the broad game design to many of the 
employees at Origin, five at a time, over five-hour dinners in pri- 
vate rooms of my favorite restaurants. I find that in retelling the design over 
and over again, while watching the body language and listening to their 
feedback, it helps me promote as well as subdue design precepts. Plus, 
quite frankly, most of the best new ideas come from them! Thus. I get to 
gather the best ideas from throughout the company. It's a huge time sink, 
and very repetitious for me, but it works well to slowly craft a gem from raw 
ideas. 

5. What kind of game do you want to play that hasn't been made yet? 

RG: I want to plug into the ultimate virtual reality, such as in the movieTotai 
Recall. I want the virtual world to be indiscernible from reality. I hope 1 help 
make such a game in the future. —Interview by Mark Asher 


Tchotchke of the Month 

Tchotch-ke (choch'ke). Slang, from Yiddish: a cheap, 

► showy trinket. 

I t's a history-making day here atTchotchke of 
the Month. For the first time ever, we have 
been forced to award a tie. Award #1 goes to 
. this charming garden gnome, given to us by 

CDV Software, a German game company 
tjjflRv who wanted us to have 

something. ..German. ..no matter 
^ how unrelated to theirWWII strate- 
' gy game. (Hey, how about a 

jsBpnRM bratwurst next time?) 

Award #2 goes to this "Who Wants To 
Be A Millionaire?" candy bar, with 
Regis Philbtn's handsome face adorn- 
ing a million dollar bill, 
carefully worded with a 
"this Is not legal tender" 
message, in case there 
I was any confusion. A 
German garden gnome 
or Regis Philbin? Like 
you could decidel 



COMPUTtR GAMINB VUGRID ‘ 


> FEBRUARY 2000 




ReaiLMe 





StarCraft Havas Interactive 5 

Baldur’s Gate Interplay 4 

Age of Empires II Microsoft 5 

StarCraft: Brood VUar Havas Interactive ..5 


G 

Quake II Activision 

...4.5 

5 

Final Fantasy VII Eidos 

...4.5 

10 Fallout 2 Interniav 

...4 

7 

Heroes of Might & Magic III 3D0 

...4.5 

9 

Sid Meier’s Alpha Centauri FiraxIs ... 

...5 

11 


Rainbow Six: Rogue Spear Red Storm 

4.5 

12 

11 

Command & Conquer: Tibenan Sun ElecIronicArts . .. 

4 

13 




14 

12 


4.5 

15 

13 



16 


Half-Life: Opposing Force Havas Interactive 

35 

17 

18 


4.5 

18 

25 



19 

18 



20 



5 

21 

24 


3 

22 

21 

Baldur’s Gate: Tales of the Sword Coast Interplay.... 

4 

23 

_ 



24 

20 



25 

22 

Rollercoaster Tycoon Hasbro Interactive 

4 

26 

23 

Need for Speed 4 Electronic Arts 

5 

27 

26 



28 

27 


3.5 

29 

17 



30 




31 

40 



32 




33 

30 



34 


Gabriel Knight 3 Havas Interactive 


35 

36 



36 

15 

Age of Empires: Rise of Rome Microsoft 

4 

37 

28 

Might and Magic VII 3D0 


38 




39 




40 

34 

Railroad Tycoon II Gathering Of Developers 

4.5 


WANNA VOTE? 

You can’t gripe about the Top 40 if you ion’t vote. Log 
on to mvw.oaniesoot.com and scroit down to the COW 


Top 40 Pott. 


E ach month we take a new poll of your favorite games, and each month 
we’re amazed at the consistency of the results. The terrible trio of HALF- 
LIFE, STARCRAR, and BALDUR'S GATE continue their reign, and apart 
from AGE OF EMPIRES ll-which debuted at number 4-the rest of the Top 10 are 
stalwart favorites. After that, the raft of new releases is starting to take hold, 
including ROGUE SPEAR, OPPOSING FORCE and UNREAL TOURNAMENT. 



Tod Adventure/RPG Games 



4.R 

1 

2 2 Final Fantasy VII Eidos 

45 

1 


4 

1 


4.5 

1 


4.H 




Top Simulations Games 



3 

1 


35 

1 

3 1 Freespace: Silent Threat Interplay 

3 

1 

4 5 Wing Commander: Prophecy Gold Electronic Arts. 

.,,4 

1 

5 4 Heavy Gear II Activision 

...4.5 


Tod Soorts/Racina Games 

Slto 1 - FIFA 2Dnn FA Smrt.^ 

4.5 

■ 

2 2 Need For Speed: High Stakes Electronic Arts 

5 

H 

3 1 FIFA 99 EA Sports 

4.5 

H 

4 3 NHl 2000 EA Sports 

3 

1 

5 4 Midtown Madness Microsoft 

4 




Top Strategy/War Games 




1 StarCraft Havas Interactive 

2 - Age of Empires II: Age of Kings Microsoft ... 

3 2 StarCraft: Brood VUar Havas liilernctivc. 

3 Heroes Of Might And Magic III 3D0 

4 Sid Meier's Alpha Centauri Firaxis 




FEBRUARY 2000 • c g w . g a m e s p o t .( 


COMPUTER GAMING INORLD 







Mummies 


The Undead. 
Ancient Curses 

what's a nice 0rl to do? 


Meet Lara Croft. 
SeauUj, brains and 
brawn of Tomb Raider: 
The Last Revelation. 
Out to save the world 


Tom a 


won' 


tombraider.com 




Don't be afraid of the dark. 


S omewhere in the darkness 
hides a thief. Darting from the 
light into the shadows. Trying not 
to be seen. Trying to get away 
without murder. 

In Thief II: The Metal Age/ the 
quiet revolution of the first-person 
action genre continues. If you 
missed out on the original TIrief/ 
don't let the experience be stolen 
from you again. 

Thi^r// 

THE METAL AGE" 

I metalage.com 



Ttiicf, Thief IhThe Mer.il Age npid the Looking, Ghss Logo ji n tr.idcm.irks of Looking Glasj Studios S) Looking Glass Studios. !nc. (999. Eldos Interactive is .i registered irndeiiturk of Eidos Pic, 
iC)l999 Eidos.AII rights reserved, 






COMES FOR EVERYONE. BUT IT WILL BE 

WHEN IT COMES FDR YOU. BECAUSE 
WORLD, YOU don't STOP LIVING WHEN 
ELSE DOES. 


NO ESCAPE. 


uijil rk 
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THIS PLACE OMIKRDN. YOU ARRIVED AS 

SOUL. Using someone else's body 
else's life. But when they die, 

ES IN the body of THE NEXT 

TOUCHES YOU. 


ONE THING YOU KNOW 
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THE ROLE OF UP TO 
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Explore a vast 

WORLD, RICH WITH 
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PUZZLE-SOLVING, 
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• ORIGINAL MUSIC AND VIRTUAL CONCERTS 
BY David Bowie and Reeves Gabrels. 



quanti^ 















1 ; 




assynf 



C I N E M A T 1 X “ eidos 

CINEMATIX STUDIOS is a trademark of Cinematix Studios, Inc. © 1999 Cinematix Studios, Inc. REVENANT is a trademark of Eidos Interactive, Ltd. 

© 1999 Eidos Interactive, Ltd. EIDOS, EIDOS INTERACTIVE, and the EIDOS INTERACTIVE LOGO are all registered trademarks of Eidos Interactive, Inc. 
and Eidos Interactive, Ltd. ® 1999 Eidos Interactive, Ltd. All rights reserved. All other trademarks are tiie properties of their perspective owners. 


% are Locke D'Averam, a once proud warrior-prince 
executed for failing to perform a ritual sacrifice. 10,000 years 
later, you've been resurrected from the dead by a prominent 
warlord to rescue his kidnapped daughter. 


You are now part of a very special breed of warrior. You are a 
revenant. In order to regain full strength, you'll need to practice 
the problem-solving ability necessary to unlock forgotten skills. 


And though there may be the whole island of Ahkuilon to 
explore, and more than 40 monsters to destroy, there's only one 
Locke D'Averam. And however you choose to live as Locke, we 
think you'll agree-. Life is better the second time around. 


Immerse yourself in a gripping storyline involving the future of 
the entire world of Ur 

9 . Enjoy explosive spell casting effects unparalleled in any other 
CRPG game 

Extensive NPC interaction enables you to discover who you 
once were 

% Multiple modes of combat include stealth, hand-to-hand, bow 
and weapon 

■?, Thousands of 3D animations bring the inhabitants of Ahkuilon, 
as well as breathtaking combat moves, to life 
Choose from 4 character classes in multi-play mode 





Coming back from the dead doesn’t 

MEAN BETTER, „ 


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custom / 






StarTfek 


Two Trek Games That Might Not Be Drek 
Games? Set Our Phasers on “Stunned" 


By Tom Price 


Deep Space 9: The FaDen & Voyager: Elite Force 


I have a confession to make: I 
don't like Star Trek. Some of 
the movies were cool, but the 
TV shows based on the license 
have always been an insomnia 
cure for me. 

Star Trek has never contained 
enough action to keep me interest- 
ed. I mean really, what’s with this 
"set phasers to stun” crap? Couple 
that with the fact that very few of 
the Star Trek-licensed computer 
games have been worth playing, 
and you might wonder why they're 
letting me preview these two action' 
oriented Trek games, Here's why; 

STAR TREK DEEP SPACE 9; THE 
FALLEN and STAR TREK VOYAGER: ELITE FORCE are the 
first Star Trek games I've ever been excited to play. Very 
excited to play. Built upon the UNREAL TOURNAMENT and 
QUAKE III: ARENA engines respectively. THE FALLEN and 
ELITE FORCE could be the long-awaited "great” Trek 
games that will make trekophobe-gamers like me under- 
stand what the hoo-ha is all about. 

Star Trek Deep Space Nine: The Fallen 

The capsule description of STAR TREK DEEP SPACE NINE: 
THE FALLEN — third-person, action/adventure. Star Trek 
universe— could make the toughest game editor's skin 
crawl. But “Trek Raider” this is not. The Collective— a 
game developer known more for their PlayStation titles — is 
utilizing UNREAL TOURNAMENT’S 3D engine to recreate the 
interiors of Deep Space 9, as well as various starships and 


MIDNIGHT MARAUDER The Grigari 
Marauder is one of the races created in-house by the 
Collective team that will be making its way into the offi- 
cial Star Trek canon. 



diverse alien worlds. With the 
capabilities of the UT engine. The 
Collective has created a dark and 
moody Star Trek game that's more 
intriguing than the cold, antiseptic 
feel of the show's sets. 

The plot, based on the first part 
of a multi-part DS9 storyline, the 
Millennium Saga, will intertwine 
threads between the characters 
Sisko, Kira, and Worf. You’ll be 
searching for three Red Orbs: 
ancient relics with amazing powers 
that various factions inside (and 
outside) the Federation would like 
to get their hands on. Gameplay for 
each character will be based on 
their TV personas. Playing as Worf will involve a lot of 
fighting: Kira uses stealth and cunning; and Sisko is a bal- 
ance between the two. Each character will follow a sepa- 
rate path through each level, occasionally running across 
the other characters or working cooperatively with them. 

So in one rais- 


GEWBE: Actian/AdventurE • RELEASE DATE: Sp rin g , fl 

PUBLISHER; Simon & Schuster Interactive 


DEVELOPER: The Collective 


• sion, you 
- might have 

Sisko and Worf 

stealing an 

entrance code 
that Kira will 

then use to sneak into a hostile base. 

Despite the third-person perspective, the game will be 
played very much like a first-person shooter, with 
mouselook controlling an aiming reticule that floats in front 


CDHTflCT: www.collectivBstudios.com 


FEBRUAflY 2000 • 


' COMPUTER GAMING UVOHLO 


40 








PREVIEW 




results in being transported into a strange segment of 
space cluttered with derelict ships. As a member of Elite 
Force, you'll be charged with exploring some of these 
ships in search of parts needed to repair Voyager’s warp 
core, as well as defending your ship against hostile aliens, 
privateers, and other unpleasant sorts. 

The starship interiors look really fantastic, due in great 
part to QUAKE ni’s ability to render curved surfaces. In 
fact. Elite Force uses the engine so well that the game 
would seem more like an elaborate mod, if it wasn't for the 
innovative AI being developed by Raven. Your squad won't 
be capable of following complex commands, but in a fire- 
fight they'll cover each other, take cover behind objects, 
and fall back when overwhelmed. Some aliens will also 
behave in unique ways. The Borg will generally ignore 
intruders on their ship until provoked, and will also use 
their adaptive technology to render your weapons useless. 

Of course, it wouldn't be a first-person shooter without 
multiplayer. The justification for being able to frag 
Janeway or Seven of Nine in a fight to the death is that it 
is taking place on the ship's holodeck. Some more obscure 
multiplayer settings— like Sherlock Holmes' London and 
the Wild West— might be included among the 30-i- maps. 

If the final versions of these titles are as good as they 
appear to be shaping up, they could really change atti- 
tudes about Star Trek games. Trekkers might start playing 
more games and gamers might start wat ching more Trek. 
Just what America needs. ..more geeks. ffiCZ 


of the character, a 
la HERETIC n. The 
most immediate 
concern I had was 
for the camera, 
due to the notori- 
ously buggy cam- 
era engines of 
third-person titles. 

But the program- 
mers at The 
Collective seem to 
have worked out a 
lot of the kiiiks. In 
the build we saw, 
the camera always 
stayed tightly on 
the character, allowing for a complete view of enemies and 
obstacles. When backed up against a wall, the character 
model simply goes transparent. Still, making the control 
comfortable and consistent throughout the game is proba- 
bly the biggest task facing the developers. 

The designers are maintaining a strict adherence to the 
Star Trek canon throughout THE FALLEN. Not only are 
large areas of the space station DS9 recreated in exact 
detail, but so is the entire interior of the USS Defiant, as 
well as some altogether new worlds. There are over 30 
environments in all. The designers took a lot of inspiration 
from the show, and even tried to backwards-engineer 
some buildings. 

Various races will take roles in THE FALLEN, including 
the Bajorans, Cardassians, Jem'Hadar, and more. The 
game designers have taken some license with lower forms 
of life, and created a slew of beasties and critters to popu- 
late the outdoor areas. They’ve even created a new race 
that has been officially adopted into the Star Trek uni- 
verse: the 
Grigari, a 
race of bio- 
mechanical 
killbots. 
Overall, 


GENRE: Action » RELEASE DATE: Spring , ( 

PUBLISHER: Activision 

DEVELOPER: Raven Software 


CONTACT: www.ravensotLcom/elilelorce/ the game is 

shaping up 

to be quite intriguing. The use of the Unreal engine 
seems to be ideal, considering how beautiful (and yet dark 
and disturbing) most of the environments are. Action looks 
to be pretty fast and furious, again thanks to the UT 
engine, but the development of a strong story and the 
interesting way it’s being presented is what’s got us itch- 
ing to play. 

Star Trek Voyager: Elite Force 

ELITE FORCE is being developed with the Quake HI: 
ARENA engine, so the level of fast-paced shoot-em-up 
action should be more intense than anything ever seen on 
the Voyager show. Raven software knows a few things 
about first-person shooters, being the masterminds behind 
such games as SOLDIER OF FORTUNE and HEXEN. Their 
straightforward use of the QIII engine makes sense— not 
just because it’s one of the best looking engines out there, 
but because of its ability to create curved surfaces. The 3D 
interiors of the Voyager and other starships look dead-on 
like the TV show’s sets, making it easier for gamers and 
trekkers alike to suspend their belief. 

Over the 30 levels and 8 missions of ELITE FORCE, you’ll 
play as Alexander Monroe, who’s not your typically 
doomed red-shirt ensign. He’s a member of Elite Force, 
Voyager's answer to a SWAT team, who will be called upon 
to lead away teams on dangerous missions off and on the 
ship. The game opens with Voyager under attack, which 


CDUPUTEfl GAMING WORID 


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PREVIEW 


Thief 2; The Metal Age 


GENRE: Action » RELEASE DATE: Q1 '00 
PUBLISHER: Eidos Interactive 

DEVELOPER: Looking Glass Studios 


Looking Glass’ First-Person-Sneaker Gets More Down-to-Earth 


by Thierry Nguyen 




W hereas most first-person shooters encourage 
you to indulge in murder, one of last year's 
best action games promoted a different and 
more interesting vice: theft. THIEF: THE DARK PROJECT 
was the most original first-person-perspective game last 
year, and developer Looking Glass is upping the ante with 
Thief 2: the metal age, an even more in-depth crash 
course on 19th Century burglary. 

Quite a bit has changed since the ending of THIEF. 
According to Steve Pearsall, project director for THIEF 2, 
"the story unfolds with the Pagans (The Trickster's follow- 
ers) in a much weakened state. The Hammerites have 
undergone a schism, and so there are now two sects: The 
Hammerites and The Mechanists. Besides those main fac- 
tions, there are also now a variety of Guilds vying for con- 
trol in the city.” 

THIEF was focused on the hidden war between the 
Hammerites and the Pagans, so with the 
Pagans effectively out of the equation, there’s 
a more personal tone. Thief 2 starts with 
Garrett just wanting to be left alone plying 
his trade, but increasing interference from the 
city’s sheriff makes him realize the sheriff is 
out to get him. Garrett then becomes more of 
an investigator, trying to find out why the 
sheriff is hassling him so much. 

Straying from the supernatural conflict that 
irritated quite a few gamers before, THIEF 2 is 
more grounded in reality. One of the goals for 
THIEF 2 was to make it “thiefier,” focusing 
more missions on thief-type activities. Expect 
more mansion raids as well as missions 
involving framing people, a bank heist, and a 
blackmail mission where Garrett must break 
into a well-guarded house, find the bedroom, 
confront his target with the blackmail materi- 
als. get paid, and then get out alive. 

While THIEF'S zombies won't totally be 
extinct (there's one graveyard mission), ene- 
mies will be more believable, with a lot more 
humans and fewer monsters. ‘The Metal Age' 
subtitle refers to some technological advance- 
ments made in the society, so you’ll see some interesting 
new non-human opponents based on those. The game 
uses a modified version of the SYSTEM SHOCK 2 engine, 
and one of the placeholder enemies was that game’s 
Protocol Droid — perhaps a model for a steam-driven enemy 
automaton? At any rate, there will now be mages firing 


fireballs or webs, and those cursed guards (some armed 
with torches, now) are back. 

Most of Garrett's arsenal will be the same. The team 
wants Garrett to be a better thief, not a stronger fighter, so 


more strategic planning. One new 
of flares, perfect for Oluminating 
pitch-black areas or marking trails. 
Garrett lost an eye in THIEF, and 
the team is playing with a new 
mechanical eye that zooms in on 
distant sights. 

Losing the trappings of the 
supernatural and concentrating 
more on the Metal Age motif is a 
■ good move in my opinion. THIEF 2 
is working to refine an already- 
. original concept and make it even 
: fresher. Aspiring crooks who hate 
zombies s hould find it to be worth 
the wait, kh'.v 


they’re working 
on better scout- 
ing tools to 
allow players to 
case joints and to do 
item 1 saw was a set 


52 


FEBRUARY 2000 • cgw.gi 


COMPUTER GAMING WORLO 








te[D9(!^!/p]u]s9^ 









A Division of Electronic Arts' 


PC 





Environmental 

^ A »J* "* ® 1999 Electronic Ans Inc. The Sims, SimCity, Maxis, and the Maxis logo are trademarks or registorod 

^ '--ir /AUQIO trademarks of Electronic Arts in the U.S. and/or other countries. All rights reserved. Environmental 

hv CR'^'ATIV’^* ® trademark and the Environmental Audio logo is a registered trademark of Creative 

Technologies Ltd, All other trademarks are the property of their respective owners. Made in USA, 






Visit www.thesims.com 


Build. Buy. Live. 

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Once you pay The Sims a visit, you’ll never want to leave. 


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INTENSE CARRIER OPERATIONS PUT YOU RIGHT ON DECK. 
From steam catapault takeoffs to catching the 3-wlre 
on a rocking and rolling ship, you'll experience every 
aspect of carrier-based flight operations. 


BREATHTAKING GRAPHICS PUT YOU IN THE SCENE. 
Full weather effects and all-new terrain rendering 
even shows glints of sun off your 30 cockpit as you 
fly over the North Sea and Northern Russia. 


ULTRA-REALISTIC 30 COCKPIT PUTS YOU IN CONTROL. 
The fully interactive cockpit gives you point-and- 
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FEBRUARY 2000 « cgw.gi 


• COMPUTER GAMING WORLD 








STRATEC3IE5 


ADMIRABLE FLEET MANAGEMENT 101 

Homeworld 


lUUriter profile 


Greg Fortune is the kind of strategist who goes 
not only for mere victory, but for complete anni- 
hilation. He's finished all but one or two mis- 
sions in both MYTH I and II without any casual- 
ties, has amassed the biggest fleet seen in a 
HOMEWORLD campaign, and finished the last 
mission in HOMEWORLD in under four minutes. 
Frankly, he scares us. 


I keep hearing rumors of people playing Homeworld using the old 
rope-and-click method of unit management (selecting batches of 
ships with the mouse). If you find yourself using this highly inferH 
or tactic, I hope the following pointers will get you back on the true 
h to galactic dominance. 


Support Your Troops! 

Sure, it’s important to send the right 
combination of combat units into battle. 

It's also critical to your operations to send 
the right supporting units along for the 
ride, too. 

Adjust for your progress on the lech 
tree, but assault fleets (those venturing 
away from the Mothership on attack mis- 
sions) should carry one or more of the fol- 
lowing: repair corvettes, proximity sensors, 
cloak generators, and salvage corvettes. If 
you have one (or better yet, a captured 
one), send a carrier as well. A little prepa- 
ration will save you from having to call 
reinforcements to the front from your 
home fleet. 



Weren't You Listening? 

Early in the game, you learn a 
vital piece of information that 
most people forget within the 
next two missions; Enemy caph 
tal ships are more vulnerable 
from above and below. This 
means that if you aren’t using 
the shift key in battle, you’re 
wasting an easy advantage. 
Another way to get your ships - 
especially capital ships - to flank 
enemy units is to switch to the 
sphere formation as you attack. 
Of course, this will also distribute 
units to the sides and front of 
your target. Whichever you pre- 
fer, make sure to attack from 
multiple vectors. Don’t get your 
units so separated that they can’t 
assist one another, but don’t 
attack in a clump on the same 
plane as your opponent, either. 





Shifting isn't Just for Undenwear 

Once you get more than 20 or so fighter-class 
ships, it's a good idea to break them into 
squadrons of about 15-to-20 ships each. 

Assign each squadron its own hotkey, so that 
you engage units with fighters as needed. This 
tactic also allows you to refuel your fighters in 
shifts during long engagements - without deplet- 
ing ail of your fighter strength when the juice runs 
low. 

You can still attack a target with all of your 
fighters by selecting multiple hotkeys (using the 
shift key), but when you just need to peel off a 
handful of fighters, you wo n’t be caught doing 
that bad mouse-lasso trick.QSU 


COMPUTER CAMING WORLD 


:gw.g: 


• FEORUARV 2000 


61 







STRATEC3IES 


DESSLOCK’S QUICK TIPS FOR SHOCKING SUCCESS 

System Shock 2 


Lean Is Life 

Listening to sound 
cues and leaning are 
the keys to survival 
aboard the Von Braun. 

You can hear security cameras from far away; as soon as you hear the telltale “whirring” 
of a camera, back up and lean. Even if you’re leaning in the direction of a camera when 
it’s facing you, you're far less likely to activate it if you lean around a comer, than if you 
walk or side-strafe in. You'll then be able to safely pick it off with either a weapon or PSI 
blast. Remote electron-tampering is a handy PSI skill that'll quickly shut down alarms 
you accidentally triggered. 


luVriter profile | 


P. Stefan “Desslock" Janicki is CGWs role-play- 
ing game columnist and runs his own news site 
at desslock.gamespot.com. 




Melee Cembat 

Playing as a pure PSI character, there will be occasions when you have to 
rely on your fisticuffs, since PSI hypos are so rare. Because ammunition is 
also rare, melee combat is a good skill for all characters to learn. Prepare for 
battle by equipping a BrawnBoast implant (if you have a second implant slot, 
use SwiftBoost also), your best weapon (usually the crystal shard, even if it's 
not as cool as the laser rapier), and use psychogenic strength if you have that 
ability. Robots (other than protocol droids) are good opponents to engage; 
just charge up as close as you can get to them and start swinging away. Even 
assault robots will find it difficult to get a shot in when they're being bounced 
back by your blows. Choosing the cyber-assimilation OS upgrade will allow 
you to recover health from these battles. 

Pipe-wielding hybrids are easy prey in melee com- 
bat when you master this tactic: As soon as you B^T?l3HinV7rm 
encounter one, back away until you see it attack with 
its exaggerated, looping swing; then charge in and 
smack it a couple of times before backing off, until 
you see it swing again. Lather, rinse, repeat. 



Looking for a Few Good Skills 

The best way to get your start in SYSTEM SHOCK 2 is to choose a 
Navy character, even if you ultimately hope to emphasize PSI or 
weapons skills. You’ll have plenty of opportunities to personalize your 
character later on, but in the beginning. Navy characters can quickly 
get the basic 
skills (hacking, 
research, and 
standard 

weapons initially - 
and then 


READY, SET. ..HACK! Hacking is ati extremely useful si 
hack almost everything you need by keeping an 
handy, and using the psychogenic cyber affinity 
start hacking. Keep a few ICE picks handy for the 


repair/maintenance as soon as you have enough cyber-upgrade mod- 
ules) that will help all character types. If you must be a pure “PSI- 
guy,” choose cryokinesia, kinetic redirection, research, and remote 
electron-tampering as your starting skills. 



Know Your Enemy 

As soon as you spot a floating PSI reaver late in the game, immedi- 
ately look for its nearby pod. Enhanced motion-sensitivity is a great 
PSI skill to help you spot hiding places for PSI reaver pods and other ^ 
targets, like eggs and even robotic enemies. Use anti-personnel 
ammo against arachnids, psi reavers, monkeys, and hybrids. Armor- 
piercing ammo works best against robots, turrets, cyborg midwives, 
and those pesky cyborg assassins. Finally, Rumblers are vulnerable 
to incendiary grenades. 


FEBRUARY 2000 • cgw.gametpot.CDm • COMPUTER CAMING WORLD 




STRATEGIES 


CLIFFYB GIVES YOU SOME UT TIPS 

Unreal Tournament 


lOesigner profile 


Cliff ‘'CliffyB” Bleszinski was one of the main 
level designers for UNREAL TOURNAMENT, and is 
now the producer for UNREAL 2. 


A s one of Uie designers of UNREAL TOURNAMENT 
(UT), I’ve been playing tbe game for quite a white. 
I may not the best deathmatcher around, but i'll 
definitely give you a run for your money when I meet you 
online. Here are a few of my favorite secrets of how I 
work my fragging mojo! 


Wear Protection 

When playing “Codex" in 
Free-For-All (FFA), you'll 
want to control the shield- 
belt (it's in a central location 
near the ilak cannon on the 
bridge). Make sure to grab it 
when you spawn; this goes 
for most maps in FFA, as the 
shieldbelt is the best 
defense in deathmalching, 



Architectural Anarchy 

In Deathmatch, you need to use the architecture of the level to your advan- 
tage. Rrst, make sure you always have cover; always be conscious of how 
visible you are to your foes. One good technique is to gel a structure 
between you and the guy trying to take you out. You also need to constantly 
face any potential areas your foes might come from; learn how to run around 
backwards so you can watch your back and avoid getting nailed. 

Another way to use the architecture to your advantage is to make sure 
you’re always on higher ground. Height is extremely important, especially with 
weapons that impart “splash damage" (such as the rocket launcher or flak 
grenade). If you're pelting someone below, you not only get to shoot him like 
a fish in a barrel, but you can also back up and become a smaller target since 
the ledge occludes his view of you. 


Tap a movement arrow twice and 
you’ll “lunge" in that direction for a 
short distance. If you can master dodg- 
ing with the lunge then you'll be able to 
zip around UT’S maps more often, as 
well as get out of the line-of-fire faster 
than normal. 




Hammer Time 

Like most of the guns in UT, the impact hammer is a multi-purpose tool. With 
some practice, you can really surprise and pummel your enemies with it. For 
example, hold down the fire button, hide in a tight corner, and wait for unsuspect- 
ing victims to 
stroll by! You can 
also "impact 
jump" by looking 
at the floor and 
releasing the fire 
button and jump- 
ing. Use this tech- 
nique to create 
shortcuts (like 
getting to the 
shieldbelt in 
Tempest) or to get 
hard-to-reach 
powerups (like the 
damage amplifier 
on Turbine), 




In my domination maps, I always make sure there're lots of great 
camping spots in the rafters near control points. In “Cinder,” there’s a 
shieldbelt above the control point in the lava room; you can spray 
death on your foes from above while being well-defended! 


Another technique that I find to be very useful is called “lift jumping." It works 
like this: When you're on a lift that is reaching its apex, jump at the last second 
before it stops. You'll keep your vertical momentum and do a super-high jump, 
and you can spray your foes with rockets as they unknowingly meander around 
below you! 


COMPUTER EAMiNG WORLD • eg w.ga me sp d I .cd m « FEBRUARY 2000 









STRATEC3IES 


THE ART OF DEATH-FROM-ABQVE 

Quake III: Arena 


|lA/riter profile | 


V. Long works over at AMD and parties with the 
id guys whenever he can. He is also a rabid 
AirSoft-gun nut. He would like to thank John 
Cash for dispensing such sage advice. 


J ohn Cash, network programmer at id, says the secret to 
QUAKE III; ARENA is air power: the fine art of maneuvering 
and fighting in flight. After all, why not rain death from 
above while you’re in the air, instead of falling down and 
turning into just-anotherfrag? Here're our tips on how to 
master the vertical dimension In QUAKE ill: ARENA. 




Johnny Can Racket 

While there are various pads that’ll propel you everywhere, skilled death- 
matchers still rely on the ol' fashioned rocket jump at times, Rocket jumpers 
can reach places that would be either difficult or impossible for those relying 
on the bounce and acceleration pads. Here’s an alternate route to the railgun 
platform on “The Longest Yard": Quad-rocket-jump backwards from the red 
armor - completely bypassing the acceleration pad that most players use. 

Skilled rocket jumpers can also rocket jump off the bounce pads to perform 
incredible Evil Knievel-style stunts. Cash advised, “You must get the rocket to 
go off as close as possible - but after hitting the acceleration pad - to get the 
highest velocity." Believe it or not, on the “The Longest Yard" map, he can rock- 
et jump from a bounce pad clear to the floating Quad platform, bypassing the 
intermediate bounce pad. 


Hit the Ground Turbo-Sliding! 


Shotguns for Jousting and Jumping 


Remember: Always keep moving, 
even when landing after an accelera- 
tion-pad assisted jump. Here's how; 
When you land, you “stick" (as they 
say in gymnastics), so use your direc- 
tional keys to keep moving as soon as 
you land. For even more speed, hit 
your “jump" key while you're sailing 
through the air, and hold it down. The 
resulting effect is similar to landing on 
super-slick ice; You turbo-slide across 
the floor until you release your “jump" 
key. Be careful not to unintentionally 
turbo-slide into a hazard or endless 
space. Some of the space maps, like 
“The Longest Yard," have curbs in 
places, but a nearby rocket blast can 
get you sufficiently airborne during 
your turbo-slide so that you go sailing 
off the edge of the map. 


When using facing acceleration pads, switch to the Super Shotgun. Oftentimes 
during a frenzied battle, you will collide midair with someone from the other direction 
and stick to him. While the two of you are falling, shoot him point-blank, A shotgun 
blast at such close range is devastating, and will frequently kill an opponent with 
depleted health and armor. 

Use the Super Shotgun against other players who are using the acceleration 
pads. On the space maps, a 
well-timed blast to the oppo- 
nent's backside in midflight 
may give him that extra oomph 
that nudges him past the 
intended landing point and into 
the empty void of death. The 
shotgun is best because its 
blast is less likely to be noticed 
than the machine gun's repeat- 
ed ratatat, the rocket’s 
smoke trail, or the rail 
slug’s trail. 


d 



CLEAN SKATE Jump just before you land. | 
and you'll be skating on the ground. 



Dress for Success 

One underrated powerup is the battlesuit. This provides total irtvui- 
nerability to environmental damage for a limited amount of time. 
Not only can you swim freely in lava or slime, but rocket splash 
damage doesn’t affect you. While you’re wearing the battlesuit, you 
can rocket jump to your heart’s content. 


r THEE! If you're going to joust with someone in midflight. 
shotgun - not the rocket launcher. 


F£BRUAny 2000 


COMPUTER GAMING UVORLD 






STRATEGIES 


STAY ON TARGET WITH THESE GUNNERY TIPS 

Panzer Elite 


IWriter profile | 


"General Der Panzertruppen" Marc Dultz is an 
avid wargame enthusiast and noted military his- 
torian, While he’s never driven a tank into battle, 
he does know a thing or two about modern mili- 
tary warfare, particularly as it relates to WWn. 


W hile there's nothing wrong witii letting your computer-coR' 
trolled gunner engage enemy targets, It's a bit more satisfy- 
ing to know that you can make a quick and effective kill by 
yourself. Unfortunately, your skills are going to be put to Uie test in 
actual battle rather than in training, because the manual fails to dis- 
cuss some of the intricacies involved in armored combat. To allay 
your fears and soften the learning curve, I've put together a short 
primer that should help you better understand the inherent differ- 
ences between German and American armor. 



assume 


The Infantry Scourge 

It’s never a good idea to send armored units into towns or villages 
without proper infantiy support. Armor usually falls victim to 
enemy anti-tank teams hiding amongst the rubble. One way to 
find out if enemy forces occupy a village is to hold your armor at 
bay along the outskirts of town. Next, order a light reconnais- 
sance unit (sudi as an armored car or jeep) into the town square, 
if it draws fire, you’ve got your answer. 


Through a Looking Glass 

During World War II, German optics were far better than anything the 
Allies could field. That’s why the range-finding equipment in the German 
tanks feature a magnification mode that enables them to zoom-in on 
enemy targets, even from great distances. In the relaxed mode, you 
should lay the gun so that the target appears inside the center triangle. 

If the tar- 
get fills 
the trian- 
gle, you 
can 


American Schweinhund! 

American tanks are outfitted 
with much more simplified sighting 
gear than their German counter- 
parts. To compensate for this, the 
American equipment features 
range-finding calibrations. Each 
number on the sighting display is 
expressed in hundreds of yards, so 
a target appearing on the “1 8" line 
would be about 1 800 yards away. 
Keep in mind that when you're 
scouring the battlefield, the dis- 
tance to identified targets will be 
reported in meters rather than in 
yards. For argument’s sake, this 
means that a target situated some 
600 meters distant is, in reality, 
some 333 yards away from your 
vehicle. 


mately 

500 meters away. If it fills up only half the triangle, then the target is 
about 1000 meters away. In the expert mode, however, you should train 
the gun so that the target is situated above the smaller triangle to the 
right of the center triangle. That’s because in expert mode, the spin of 
the shell is now being modeled, which typically pulls the shell slightly to 
the right as it leaves the firing chamber. 


CDUPUTEH GAMING WORLD 


iBW.gi 


FEBRUARY 2000 






STRATEGIES 


BE THE BOMB WITH THESE SURE-FIRE DEMOLITIONS 

Rogue Spear 


[Writer profile | 


Raphael Liberatore is a former Army Special 
Forces fella and the only CGW freelancer who 
can kill with his bare hands. Nowadays, he bal- 
ances between playing Mr. Mom and all of these 
tactical sira games. 


S tudying the map is the first rule of su^ 
vival when playing flOGUE SPEAR. For 
single-player maps, this means spend- 
ing a lot of time looking at the planning 
screen. 


FRAG HOPPING Toss grenades against 
walls and floors in order to assault tricky 
places. Applying proper angles will insure 
well placed detonation. Make sure your 
teammates are in position so they can 
waste tangos at a moment's notice. 






Use the “Recon” tab and walk yourself 
through each portion of the mission map; red 
icons mean stationary tangos, yellow means 
they are patrolling, and white icons are 
hostages. For multiplayer games, you need 
to play the map over and over again until you 
familiarize yourself with the layout (most mul- 
tiplayer maps are taken from the tutorial and 
the single-player missions anyway). Refer to 
last month's issue (# 1 86 ) for more tips on 
making the perfect plan. 


The Big Bang Theory 

Room clearing is the trickiest part of the 
action phase in ROGUE SPEAR. Clearing out 
an entire nest of tangos without dying is 
even trickier. Players often 
blitz into areas without 
regard for enemy locations 
and strengths, and quickly 
discover that submachine 
guns alone aren't the best 
choice for taking on multiple 
threats. Thai's why the best 
players arm themselves with 
heartbeat sensors (HBS) 
and frag grenades; these 
items are a potent part of 
the ROGUE SPEAR arsenal, 

V\flTile the HBS is often 
overlooked, it’s also one of 
the most valuable equip- 
ment load-outs in ROGUE 
SPEAR. It points out tan- 
gos and hostages in the 
vicinity (even behind wails 
and doors), without your 
having to physically recon 
the area, thus keeping you 
and your teammates out of 
danger. Before assaulting 
an objective like a building 
or a room, check it for tan- 
gos by pulling out your 
HBS and sweeping 
around. Look for magenta 


or doorway, There are two room- 
clearing methods: using your cur- 
rent operative to open the door 
and toss the grenade in, or using 
your whole team via Action Bar 
Orders mode. When using your 
current operative, make sure you 
move to the side of the door (by 
the doorframe and wall) and not 
directly in front of it. Next, pull 
out a grenade while making sure 
your teammates are gathered in 
front of the door, with assault 


: STEPPER The best way to open doors is 
the side. This allows your teammates to 
t to whatever is on the other side of the 
- like tills hezo - without putting you in 
ediaie danger. Make sure you use 3rd-per- 
vlew for the best passible area assessment. 


(tangos) or white (hostages) circles in the mini-map from your 
current operative’s Action Bar; it helps to expand your mini-map 
for a better view of the area. 

Once you've located a nest of tangos (in a room for 
instance), move your troops cautiously to the breech point 


Rate-Of-Engagement (ROE) 
enabled. Open the door and 
then toss the grenade at the 
adjacent wall inside. The 
grenade should then bounce to 
the center of the room, and 
incapacitate everything in sight. If you prefer using the 
Action Bar Orders mode, then have your team breach the 
door while you stand ready to toss the grenade in. If the 
room contains hostages, then switch from frag grenades to 
flashbangs. 




FESRUARV 2000 


igw.g: 


• COMPUTER GAMING UVORU 





STRATEGIES 


TIPS TOO GOOD TO LAST 


Age of Wonders 


[Writer profile 


Jason Kapalka reviewed MASTER OF MAGIC 
way back in '95 or so, and still has a special 
DOS boot-disk to play it. He thinks these 
strategies are so cheesy and potent that an 
upcoming patch might “correct" them, so 
use them while you can! 


W hile Microprose debates whether or not to get 
started on MASTER OF MAGIC 2, Triumph Studios 
has already released the spiritual successor to 
the cult favorite with its AGE OF WONDERS. Here’re 
some of the more underhanded tactics for use in 
exploring the Valley of Wonders. 


The Ultimate Warrior 

Create a nigh-unstoppable hero 
with Life Stealing, Dominate, First 
Strike, and Wall Climbing. The Life 
Steal-fFirsf Strike combo means 
you gel a free shot and bonus 
healing every time someone takes 
a swing at you. Dominate wilt let 
you convert the enemy's best units 
to your own side. And Wall 
Climbing ensures you’ll never have 
to cool your heels outside a 
fortress, wailing for those darn bat- 
tering rams to arrive. 




Cast One, Cet One Free 

Here's a slightly sleazy trick you can 
pull in Campaign Mode: When you're 
nearly done in a scenario, cast a big, 
expensive spell (such as Flood, Death 
Storm, Summon Dragon, or the 
Mastery series) but don't activate it. It 
will carry over, ready to launch, info the 
next scenario. 


BOtzkrieg From Beyond the Grave 

If you're playing as the Undead, can get your hands on 
the third-level Death magic spell Animate Ruins, and don’t 
mind trashing your diplomatic relations, you can race across 
the map without a pause and actually increase the size of 
your forces as you go. Don't bother converting conquered 
cities the usual way - just raze and Animate them, getting a 
stack of bonus skeletons in the process. Non-Undead races 
with the Animate Ruins spell can try this strategy as well, 
but you're in for big trouble if your diplomatic rating with the 
Undead ever slips. 


Know Your Strikes 

Not exactly clear on what the 'Strike' special abilities do? Consult the handy 
chart below, and remember, Strike abilities are cumulative, so a unit with three dif- 
ferent Strikes will have a chance to inflict all three penalties on every melee target. 



Strike Type 

Strike Effect 

1 Death Strike 

Target cursed for 3 days (cannot heal) 1 

Holy Strike 

Target has Vertigo for 3 days (-2 attack and -2 defense) 

1 Cold Strike 

Target frozen for 3 turns (cannot act and -2 defense) 1 

Fire Strike 

Target takes extra fire damage 

1 Poison Strike 

Target poisoned (all stats lowered) for 3 days 1 

Lightning Strike 

Target stunned for 1 turn (cannot act and -2 defense) 

1 Magic Strike 

Hits creatures with physical immunity (elementals, etc.) | 



Enemy leader ensconced safely in a fortress and you with no siege 
engines? Remember the “adjacent hex” rule, which means that units 
in all hexes surrounding the target will be automatically pulled into 
combat when it’s initiated, if there's a straggler or two outside the 
walls - yet still adjacent to his leader - attack them. The leader’s 
stack will be dragged into combat without the benefit of the city walls. 


The 280 pages that came with the game not enough for you? Head over to 
ww.stratosaroup.com . where the team responsible for the manual has posted 
bonus 1 4-page addendum, full of crunchy stats for the hardcore player. 


COMPUTER GAMING WORLI 


igw.g/ 


FEBRUARY 200D 







First stop on ony mission is the 
pre-assault briefing. Here you'll 
receive the latest updates on the 
current crisis, configure your 
team's arsenol, and determine your 
entry port and tactical approach to 
the target location. 


systemoticolly search each envi- 
ronmait, or take command to breoch 
ond clear each location until you 
find your suspect. As the Elen^it 
Leodsr, stealth end dynamic tactics 
are Just a keystroke away when 
commanding your five-men team. 








Nox's CREATIVE COMBAT SYSTEM™ lets you... 

WesfyiOO^i" * ^ Create Spell Combinations 

• Interact with your Environments 
WWW westwood com . Choose from Three Styles of Play 



ml] eOeru corijer 



TOP 10 REASONS 
TOPLAYNOX 

10. Summon blood 
thirsty wolves to 
track down your 
enemies. 

9. Fight against an evil 
queen of the undead. 

8. Discever destructive 
weapons and 
powerful spells. 

7. Hang out with female 
Ogres. 

6. Smash people with a 
giant stone fist. 

5. You get to be 
obNuXious! 

4. Build the soul 
sucking staff of 
oblivion. 

3. Join your friends in 
multiplayer madness. 

2. Create your own 
diabolical traps. 

AND THE NUMBER 
1 REASON TO PLAY 
NOX... 

1. Conquer the land of 
Nox wearing only 
your underwear! . 


"Tfjis is a(( tfie action yoti can ijandle” 


STRATEBIES 


GUERILLA WARFARE IN THE FEUDAL AGE 

Age of Empires If 


[Writer profile | 


In a past life, Paul Schuytema was a regularCGW 
columnist. Now, Paul heads up his own develop- 
ment studio, Magic Lantern Playware 
( www.mlantern.coml . In addition to FORTS, a 3D 
RTS game, Paul is working on the AGE OF 
EMPIRES II: AGE OF KINGS Official Scenario 
Editing Toolkit, to be published by Sybex. 


R ead any tactical Ueatise prepared by the Armed Farces 
and you'll come away with one certain nugget of informa- 
tion; Superior numbers of superior forces often win the 
battle. This is so obvious that is it almost common-sensical; 
the real trick is achieving this goal. 

In AGE OF KINGS this holds equally true: A larger force of 
better troops almost always wins. But there is one little wrinkle 
here that we can exploit, if we adjust our “tactical thinking," in 
AGE OF KINGS, at a micro level, superior numbers almost 
always have the advantage in a melee battle, even over units of 
superior strength. The trick then, if you have a lesser force, is 
not to think of a conflict as a single battle, but as a multitude of 
micro-batfles. 


nents, since they won’t be able to deduce what you're up to - 
but with some careful planning, you can achieve success 
against human opponents as well. 

When units are in battle mode - even when controlled by a 
human player - their second-by-second actions are controlled 
by artificial intelligence. Those A! routines instruct a unit to pay 
primary attention to units that are attacking it. Position several 
“guerilla" forces of troops at the outskirts of the battle (be sure 
to group them for easy control). If you see a line of troops 
advancing on your position, send in a light cavalry to attack the 
end unit, and then move off towards one of your groups. The 
just-attacked enemy will follow its attacker and when it's far 
enough away from the main force, select your guerilla force, 
attack the unit, and destroy it quickly. 

In most cases, you'll have positioned your settlement in a 
favorable tactical setting and will have a good idea from where 
the attack will come, Use a network of cheap palisade walls and 
towers to funnel the enemy forces into your settlement, while 
breaking up their ranks. You can also position guard towers on 
the perimeter and hide small forces behind them. When an 
enemy unit breaks off to attack the tower, finish him off with your 
strike force. 



Consider the situation of a force of long swordsmen attacking 
your town and all you have are a handful of militia. If you send 
your whole force to meet the attackers, you'll be cut to ribbons 
in no time. On the other hand, if you have four of your militia 
attacking a single long swordsmen, odds are, you'll drop the 
invader. The superior fighter can only attack a single target at 
once, while your militia can deliver four attacks at the same 
time. 

The real trick, then, is to coordinate a battle (offensive or 
defensive) in which you can manage micro battles of multi- 
ple friendly units attacking single-enemy units. How do you 
do this? It's far easier against computer-controlled oppo- 


DON’T NEED NO SCHOOLIN' If you can create a 
number of many-against-one encounters, your 
uiiderlrained militia units can easily take down 
long swordsmen. 


these Ion 


BREAKING UP IS HARD TO DO 
jialisade walls can force your opjjonents to 
break ranks. Notice the guerilla militia strike 
groups hiding in the nooks and crannies. 


Finally, in open-field battles, use an initial full-force meeting to 
trigger the enemy Ai, and then retreat your forces in a myriad of 
directions, splitting their ranks and guiding the enemy into your 
waiting guerilla strike teams. 

This tactic works 
surprisingly well in 
offensive attacks 
against AI enemy 
fortifications. Use a 
number of small 
strike forces and 
get info the rhythm 
of advance-retreat 
to draw out single 
units from the fortifi- 
cation to destroy 
them. Done quickly 
enough, you can cut 
through their force 
quicker than they 
can replenish it via their military 
buildings. Use this type of raid on 
enemy villagers working on 
resource piles out from the cen- 
tral village as well. 

This technique requires great 
tactical awareness, quick speed, 
and a lot of micromanaging. But 
once you gel the hang of it, you 
can deliver some very potent 
strikes on your opponent, and 
help to mitigate any disadvan- 
tages you might have with a less 
superior force. 


ALL ALONG THE WATCH TOWER This watch tower was 
used to attract the altentiun of the enemy knight. 
Before he could make his escape, a force of swords- 
men (who were hiding behind the tower) launched 
their attack. 


In open-field battles, you want to draw opponents out into 
the open - notice how this enemy unit was drawn out in a 
quick advance-retreat maneuver by a force of swordsmen. 
Now, all they have to do is turn and attack, finishing him off 
In just a few seconds. 


FEBRUARY 2D00 


: g w . g a m e s p I 


iin • COMPUTER GAMING WORLD 





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STRATEGIES 


CONCENTRATION IS KEY TO SUCCESSFUL PANZER GENERALING 

Panzer General 3D Assault 


[Writer profile | 


Tim Carter holds a degree in Strategic Planning, 
meaning he actually knows how to plan things 
strategically. During working hours, he masquer- 
ades as the managing editor of Becoveiy maga- 
zine, a quarterly publication on medical, legal, 
and traffic safety issues arising from automobile 


Ranger, Commando, etc.) can mop up just about anything. Pay 
careful attention to the relative abilities of your high-level units, 
though. My elite infantry, for instance, had only three moves per 
turn - but could attack many more times. Thus, it was best to 
move them into the heart of the enemy’s defense, and then have 
them attack in all directions. 


accidents. 


Falcon’s Eye 




The Not-So-Mighty Luftwaffe 

When playing the Germans, 1 didn't find air- 
craft to be particularly useful. It’s much harder to 
obtain air superiority in PZG3D, and for the most 
part I found artillery to be better than bombers at 
softening up defensive positions (bombers are 
quite useful, 
however, at 
countering 
enemy 
attacks 
behind your 
own lines). If 
you keep 
your core 

group together in a single attacking thrust, it 
should be relatively easy to cover it with AD 
and AA units. Airpower is much more effec- 
tive for the Allies, particularly early in the 
campaigns when your ground units will be 
badly led and thus slow and inflexible. 
However, you may still find it useful to bring 
along one or two AD units, as it's easier to 
shoot down enem y fight ers from the ground 
than from the air. 


ONE MIGHTY BLOW 

Forget history - at El 
Alamein, as in most other 
battles, a single thrust with 
all your troops is best. 


A ll of the PANZER GENERAL games have relied to one degree 
or another on combined aims, and PANZER GENERAL 30 
(PZG3D) is no exception. Your core force must be a mixed 
one, and you must use each unit type property to win at all, 
much less win on time. 

Perhaps more impor- 


tantly, it's crucial to keep 
your forces together 
when attacking. The com- 
puter opponent will 
aggressively attack your 
flanks, and will also sneak 
behind your forces to try 
and pick off victory cities. 

Don't get distracted. 

You absolutely must 
keep your forces unified 
(especially as the 
Germans). While many 
scenario maps may seem 
to require more than one 
axis of attack, most (but 
not all) can be dealt with 
using a single, over- 
whelming thrust. The time you 
lose by having to take an indi- 
rect path to some objectives will 
be more than made up for by 
the momentum you gain through 
concentrating your forces. 


Reconnaissance is also crucial for quick movement over most 
maps. Your core force should include one or two recon units, 
and you should make good use of the “send out patrols” func- 
tion when approaching potential ambushes or defensive posi- 
tions. You must know where the enemy is before attacking 

them, especially dangerous supporting units like 
AA and artillery. 


U WORTH THE WAIT This German advance in the 

Carolinas may seem to take a circuitous route, 
but the overwhelming force it contains will he 
sufficient to subdue defending Americans. 


Right Mar for the Joh 

As you progress through the campaigns, develop a few spe- 
cialized units to conduct your most important moves. I prefer to 
have a decently-sized force of four-star armor and artillery sur- 
rounding an elite group of anti-aircraft, assault infantry, and per- 
haps one or two lank units. When approaching a well-defended 
city, suppression plus a seven-star Stoeppstrussen unit (or 


KEEP IT TIGHT, PEOPLE 

retains its cahesiveness. 
doubles as Hank protecii 
aircraft at bay. 


The Big 
Guns 

As in 
past ver- 
sions of 
PANZER 

GENERAL, artillery is the mas- 
ter of the battlefield. The new 
suppression rules, combined 
with the inherent defensive strengths of virtually every unit on 
the field, mean that effective attacks must be predicated by 
artillery fire (or bombardment if you have aircraft to spare). By 
keeping your forces together, you should have enough artille^ 
to overwhelm even the most heavily-defended positions in a 
single turn. 


FEBRUARY 2000 • cow-aamespi 


iRl • COMPUTER GAMING WORLD 






OFFICIAL STRATEGY GUIDE 


NOW ON YOUR PC 


RARE CARDS 


.EVERY GUARDIAN FORCE 


.ULTIMATE WEAPONS 


HIDDEN QUESTS 


TAKE YOUR GAME FURTHER' 


■SPECIAL ITEMS 







PC game qf t:he year.^^ 

— MSNBC.cohn 



“Hamewarld is an. 
epic — epic in its 
story, graphics and 
presentation. This 
homerun baii has yet 
to iand.” 

. ■ • ■ — CNN.com 


Score: S out of 

“A groundbreaking title that you 
simply must own.” 

— CNET Gamecenter.com 


Score: SS°la 


' "Where C&CS failed, 

Homeworld stuns. Where 
other games relied on contrived 
formula, Homeworld 

manages to shine 

— , ^ above the crowd.” 

' t ' * — Gameover.Gom 

Score: S.5 out of 

“Relic not only 

^ tackled space, but 

may have just changed 
strategy games forever. Welcome to 
the best game of the year.” 

— IGN.com 


Score: 5 out of 5 

“Listen close because I'm not 
going to hesitate in the least 
when I say Homeworld is 
the best game of the year.” 

— Cheokout.com 



IN STORES 



EVERYONE 





The Hottest Pre-Ortters 



MDK2 

"Visually the game is quite stunning; 
the lighting and shadow effects are 
the most impressive features." 



Final Fantasy VIII 

"Amazing plot and character 
development; great cinematics; 
good battle engine." 


■ “MajestyTM is a unique sim putting 
you in the crushed velvet hotseat of 



Soldier ol Fortune 

"Plunge into the secret and deadly 
world of the modern-day gun-for-hire 
in Soldier of Fortune." 


Ml#’ 


Gun Ship 

"This is one of the most immersive 
games about modern combat in 
years." 


H “Discover islands, build roads and 
houses, trade with the native, con- 
queran empire— the age of discovery 
is upon us." 



Star Trek New Worlds 

"It's time to leave the vastness of 
space behind and play out your des- 
tiny in the biggest land battle." 



Boarder Zone 

“Boarder Zone is definitely the most 
realistic snowboarding video game of 
its generation” 



Risk II 

“Risk II includes virtually every rule 
variation and a brand-new ‘simulta- 
neous move' mode that's an exciting 
new way to play the game." 



Fuolva 

"Combine equal parts genetic engi- 
neering, third-person action and 
overhead strategic/tactical gameplay 
and this is what you get." 



NOK 

"Character balance is well-done, 
what is even better are the spell 
traps and combinations." 

Souibrtngcr 

"Soulbringer is a new 3D classic 
fantasy Adventure RPG in the true 
sense of the words." 



Diablo 11 

“Explore the world of Diablo II, jour- 
ney across distant lands, fight new 
villains, discover new treasures and 
uncover ancient mysteries.” 



Amen 

"Begin the most dangerous adven- 
ture of Bishop Six's life, as he slowly 
uncovers the horrible truth behind 
this strange affliction..." 



Oni 

"Lara Croft may have opened the 
door for the third-person-perspective 
action game, but Konoko, Oni’s hero- 
ine, could lead the charge.” 



Team Fortress 2: Brotherhood of Anns 

"If you’re ready for the challenge of 
true team-based online action, you'l 
find it in Team Fortress'^” 2: Brother 
hood of Arms.” 



I Giants 

j "Giants is a 3D real-time strategy 
game that takes place on planet con- 
I sisting of 30 separate islands." 


Dark Reign 2 

“Dark Reign 2 will introduce new 
, strategic elements, incredible graph- 
ics, new RTS enhancements and 
spectacular multiplayer gameplay," 


l/ampiro: Tiie Masquerade 


I “Based on the popular tabletop role- 
playing game, the PC version of 
Vampire; The Masquerade offers fans 
of the series a true translation.” 

Urban Chaos 

"Crooks, thieves, terrorists and vio- 
; lent cults lurk around every corner. It 

I is up to you to enter into the tattered 
; remains of this city and bring order." 

Planescape Torment 

JM 

1* HB 

"The next epic RPG from the people 
who brought you Fallout 2 and 
Baldur’s Gate." 


Die Hard Trilogy 2 

"Try to beat the odds as you match 
wits with the meanest, smartest vil- 
lains in the most explosive adventure 
lohn McClane has ever faced.” 

KISS: Psycho Circus 


"This upcoming title from Gathering 
of Developers inspired by the KISS 
legacy, conceived by the imagination 
of Todd McFarlane.” 


Heavy Metal F.A.K.K. 2 

"Heavy Metal F.A.K.K.2 will blow your 
! mind with its immersive story line 
and special FX." 

.T!: 

The Sims 

"From Will Wright, the creator of Sim- 
City, comes a new strategy game that 
hits close to home. It’s up to you to 
decide, ..their fate is in your hands.” 


NASCAR 2000 

"Take your favorite NASCAR cars and 
stars and let it rip with fender-to- 
fender racing action." 



Metal Fatigue 

“if you’re a real-time strategy gamer 
and this news only gets you vaguely 
interested in Metal Fatigue, there IS 
something wrong with you.” 

Triple Play 2001 

“EA Sports’ award-winning Triple Pb 
Baseball^'’’ series is back for anothe 
big season." 


Command a Conquer: Firestorm 

"Kane is Dead and a new enemy hat 
emerged. You’ve played the biggest 
game of 1999, it's time to experiencf 
more." 

Duke Hukem Forever 

"Duke fans, sign on up, this game is 
amazing." 


Test Drive Cycles 

"Put on your leather and helmet 
(where the law requires), and 
get ready for the ultimate cycle 
challenge." 

Test Drive le Mans 

"The ultimate driving challenge. 
And if you feel like staying up all 
night, there’s a 24-hour challenge 
packed in." 

MechWarrior 3: ixoausion Pack 

"It’s the best of the best against a 
race of genetically perfected war- 
riors.” 


Sim Themepark 

“The Theme park is back in town and 
the kids are clamoring at the gates. Tf 
only thing is you haven’t built it yet." 


BIT Flying Fortress 

"The B17 Flying Fortress, alongside th 
legendary Avro Lancaster, was the ulti 
mate bomber in WWII.” 


Hired Guns 

"A futuristic, first-person 3D shooter 
set in a slick, neon-washed cyberpuni 
world." 



Age of Wonders 


Diplomacy 


Flanker 2.0 


Grand Theft Auto 2 


HaH-Life: Opposing Force 


Indiana Jones & the Infernal Machine 3 


Interstate ‘82 


Microsoft Flight Simulator 2000 


Napolean 1813 


Nocturne 


Op. Art of War II: Flashpoint Kosovo 2.5 


Pandora’s Box 


Panzer Elite 


Pharoah 


Revenant 


Ultima Ascension 


Wheel Of Time 


you got ()>a RaOct Lsuidtcr. 


ambitious design with 
major flaws, or just 


FEBRUARY REUIEWS 

This month’s review section is our biggest in what seems 
I like eons, with a hefty 32 games going under the CGIV micro- 1 
scope, There are a iot of really good games in that group; two I 
5-stars, six 4.5-stars, and four 4-stars, plus a couple huge dis- | 
appointments, UNREAL TOURNAMENT has had us addicted 
like crackheads on payday, while NOCTURNE and HALF-LIFE: 
OPPOSING FORCE have left us fairly cold. The highlight of the | 
month has to be watching little kids puke in SiM THEME 
PARK, Yes, we’re easily amused, 

CGlfU EDITORS’ CHOICE GAMES IN bn =i'l 


QUOTE OF THE MONTH 


...what they ve done is make 
a perfect tribute to the 1980’s; a 
mechanical, soulless product, with 
more of an eye on making a buck 
than on having a good time. 

- Jeff Green, reviewing INTERSTATE ‘82. 


I SPOTLIGHT REVIEW: 
k.; UNREAL TOURNAMENT V 


Nocturne 


We Review Only Finished Gaines — No Betas, No Patches. 


ti-Cs-Ciisii 


weak Senously lacking 
in play value, poorly con- 
ceived, or just anoUier 
clone. 


Outstanding The rare i 
game that gets it all 
right A must-play 
experience. 


Very Good Worthy of 
your time and money, 
but there are draw- 
backs. 


Abysmal The rare 
game that gets it all 
wrong. Pathetic. Coaster 
material. 


COMPUTER ERMING WORLD ' 


spot. com • FEBRUARY 2000 I 










REVIEW ACTiOIM 



UNREAL Finds Its Soul in BlistEring Multiplayer Action 

Real Redemption 



used to refer to the original UNREAL as “MVST with guns." While It 
was perhaps the most beautiful game out there at the time, the 
UNREAL world felt empty and soulless. I refer to the new UNREAL 
TOURNAMENT (UT) as “STREET FIGHTER 
[| with guns." That is, it’s tournament-based, 
it has fast and furious gameplay, and 
there's a single-player component that, 
while competent, is really only there to prepare 
you for the multiplayer matches. My fearless 
prediction: Just as STREET FIGHTER II set the 
pace for arcade fighting games, so UT will 
direct the future development of the multiplayer 
shooter on the PC. 


reviewed by Thierry Nguyen 


CGW RATED 


• Encellent bot Al; 

' five play modes; 

• well-designed 
weapons, levels, 
and interface: bet- 
ter DSD and net- 
work perfor- 
mance; great 
overall feel and 


CONS 

Uoice-command 
menu is cumber- 
some; unable to 
give commands to 
hot groups; char- 
acter models are 
too similar; not 
enough maps for 
some game types. 


GOTTA LOVE THEM FLOATS Same lei 
have interesting gimmicks, such as this deathmatch map 
where the center of the structure is gravity-free. 


Playing With Yourself 

The storyline is pure fluff material, of course. All you need to know is 
that deathmalching is now a sport, and you can win a trophy. You 
enter the deathmatch league, and then progress through an additional 
three leagues before winning it all in the Challenge league. At the start 
of each league is a tutorial that teaches you the basic concepts 
behind each game type. When you finish, you’ll have earned a new 
character to play with, filled a nice trophy room, and have 41 matches 
under your belt. The matches start off small and slow, but the final 
Challenge league cranks up the speed to its max, and is as fast and 
furious as you’re going to get in deathmatch without humans. 

The computer-controlled bots that you can play with or against are 
a high point of UT. Epic's goal was to make playing with the bots 
seem like playing with human players online, and they got pretty 

close. At lower difficulty settings, they're complete pushovers, 
but dial them up to a setting like Masterful or above, and they 
start using weapons better, navigating the level more effec- 
tively, and dodging. Sometimes they display what seems like 
adaptive behavior; they once figured out my camping spot 
and flushed me out with indirect weapons. In team-based 
games, this is even more evident; bots will automatically 
assign themselves offensive and defensive roles, and even 
stage attacks on multiple fronts. The bots can auto-adjust 
their skill, so when you start feeling too confident (or 
ashamed} in your abilities, the game will shift settings to keep 
it competitive. Also, bots will pinch-hit for your team if a friend 
bugs out of a multiplayer match, and will participate as team 
members in multiplayer games. 

Pushing Things to Unreal Levels 

The biggest improvement Epic has made over UNREAL is in 
the weapon department. Each weapon (yes, even the goofy 


Requirements: Penlium 233MII2. 32MB RAM. EDOMB hard drive space. Recoinmenited Requirements: Pentiuni ll-3Q0MHz, B4MB RAM. Glide-based 3D-card. 
30 Support: DiieclSD. Glide, DpenBL Multipiayer Support: LAN, Internet (2-16 players), one CD per player. 


Publisher: GT Interactive • Developer: Epic Megasames • SSO • www.unrealtournanient.com 
ESRB Rating: Mature; animaterl blood, gore, and violence. 


82 


FEBRUARY 2000 


gw.gamespot.com • COMPUTER GAMINB WORLD 






REVIEW 



Biosludge/Goo Gun) 
has been over- 
hauled (the Ripper 
nee Razorjack no 
longer sounds as if 
it's flinging dimes), 
and they’re all per- 
fectly balanced to 
bool. There is no 
one dominating 
weapon; each can 
equally snag or miss 
frags based on the 
situation. The 
Impact Hammer can 
kill in one hit, yet it's 
a melee weapon; 
the Rocket 
Launcher can 
unload six rockets at 
once, yet the rock- 
ets move slowly enough to 
dodge. Even the almighty 
Redeemer can be avoided, if you 
shield yourself from the blast with 
a wall. The only downside to the 
weapons is the lack of a trapping 
kind (unless you count the 
Biosludge's gooey droplets). 

The overall level design is richly 
varied. Environments range from 
standard warehouses to pirate 
galleons to spacecraft in flight. 

While UNREAL levels focused on 
awe-inspiring architecture, UT lev- 
els are designed more for playa- 
bility and flow, while retaining 
some aesthetically pleasing archi- 
tecture. The deathmatch level set 
in a mountain monastery with precarious, twisting stairways is a masterful blend of beautiful visu- 
als and beastly gameplay, as are the Capture-The-Flag (CTF) level with two massive towers 
placed on a spinning asteroid, and an Assault level on a mnaway train. 


Go Team, Go! 

UT offers many more ways to slay than just deathmatch. There are teamplay-based modes, 
such as the familiar CTF, Domination (a Capture-And-Hold scenario a la TRIBES or TEAM 
FORTRESS CLASSIC), and an all-new game-type, Assault. In an Assault game, one team pur- 



■ . V' . ■ y- -'J'.-:;-. •' : 


;■ V'-V.; 

/Sr... 

AREALLY 


SMART BOMB 

..-'- y- - Each weapon has an 
: -f alternate Are that adds 

• . •• '•••': some strategy, such as 
being able to guide the 
Redeemer tactical nuke 
nght onto some poor 
goober's head. 


jTyi.' ; ( J 


Tips For Tackling 
the Tournament 


S ee page 63 for some tips from Cliff 
Bleszinld, one of the designers of 
UNREAL TOURNAMENT, on how to be a 
better deathmatcher. But while you’re here, 
check out some of my hard-earned death- 
dealing wisdom. 

▲ Use the Speech Binder function in the 
Input menul This is necessary for surviving 
team-based games. For example, I bound 
the brackets and backslash to “All" com- 
mands, such as “Everyone defend” or 
“Everyone attack." I also did things like 
binding the semicolon key to “1 need back- 
up here," or the period key to “I'm in posi- 
tion." And for lemmings like me, I put 
“Rogerl" over at the quotation mark. 

A When fleeing for any reason (like flag- 
carrying or cowardice), use the Biosludge 
gun. Spray it on the floor while you weave 
from side-to-side, and you’li leave gooey lit- 
tle landmines for pursuers. 

▲ CTF flags are often in enclosed rooms; 
when playing goalie, the best weapon is the 
Flak Cannon, as yon can just follow the 
flag-grabber and put him down from 
behind. When no Flak is present, use the 
Rocket Launcher, as pursuing a flag-carrio' 
may allow the rockets to lock on the poor 
sap. Sharp shooters can try using the Sniper 
Rifle, as a headshot is a one-shot kilL 

A Take the time to ieam your weapons, 
and then go to the Weapons Option in the 
Main Menu, and reprioritize your list. For 
me, I put the Flak Cannon first, then the 
Sniper Rifle, and so on, and 1 turn 
"autoswitch weapons" off, as I iike to pick 
my weapon on my own terms— not when I 
run over a weapon. 

A Learn from others. Put your player into 
Spectator mode in the Player Setup menu; 
then set up a Ihrbo-speed game with seva- 
al Godlike A1 bots and watch bow they 
move. Then go into the online world and 
spectate to your heart's content to get a feel 
for how other gamers move and shoot. 


COMPUTER GAMING VUORIO 





^AKMY ]WK\nS 

ABR TAC¥ICS 


BATTLE IN THE AIR, ON THE GROUND AND OVER SEA 
TO FOIL THE EVIL GENERAL PLASTRO’S PLANS TO TAKE 
OVER THE WORLD. 

* Pilot 3 classes of helicopters In 20 high-flying missions 
featuring all new plastic-melting weapons 

* Custom-designed multi-player maps for up to 4 players 

* Put your skills to the test in your search for the way home 


I The 300 Company. All Rights Reserved. 300, Army Men, Air Tactics, Real Combat. Plastic Men., and their respective logos, 
service marks o( The 300 Cornpany In the U.S. and other counj^s. Al| other trademarks belong to their respective owhers. 





UNREAL. TOURNAMENT 


REVIEW 




FLAGGED FOR LIFE Finishing the single- 
player prepares you to go online and not completely suck. 
I’m the dashing robot who's racing to guard the flag here. 


PACKING PURPLE POWER UTIs a bit 
slim on power-ups; besides health and armor, there's the 
Damage Amplilier (shown here), the Shieldbelt. and 
Invisibility. 


sues objectives while the other 
defends, and then the two switch 
roles. The adrenaline rush of 
trashing an underwater base or 
escaping a prison with your bud- 
dies in under a minute can 
exceed the head-spinning excite- 
ment of deathmatch scenarios. 

For team games, both with or 
without bots, players can use the 
voice command menu. While 
there is no voice-support, gamers 
can puil up a menu with common 
sayings and orders to broadcast 
to your team. A nice bonus is that 
each saying is accompanied by 
an indication of your current loca- 
tion, eliminating all the “where?" 
questions whenever someone 
says “I need some backup!" 

Unfortunately, the menu is mouse- 
driven, and it can be cumbersome 
to use in the heat of battle. 

The key to a multiplayer game 
is the online play, and again, Epic 
has learned their lesson from 
UNREAL. The network code is 
much better, as lag becomes less 
of a problem, and there's hardly 
any packet loss (I've only seen 
the network socket icon three 
times in my two weeks of online 
playing). Even on servers with pings of 400 or above, the game was 
still as playable as QUAKE II under similar conditions. All in all, playing 
online maintains the pulse-pounding feel of the single-player mode. On 
top of that, all your matches - both online and solo - are logged, so 
you can lake a look at your "career" and examine stats such as 
weapons used, frags-per-hour, and so forth. 

UT uses a modified UNREAL engine, which means that Glide-based 
3D accelerators have an advantage over others. Epic did work on their 
Direct3D code, though, so I was able to play the game comfortably at 
800x600 resolution with 32-bit color-depth on a P/ll-400 with 128MB 
of RAM and a TNT 1 accelerator. The main problem with the engine is 
memory usage: Gamers with 64MB of 
RAM will want to use lower resolutions. 

Also, 3D sound tends to drop the frame 
rate, and the first few discs shipped had a 
goofy installation bug that wouldn't detect 
D3D cards, but that should be fixed by 
now. UNREAL graphics may not be the 
sheer visual marvel they used to be, but 


there are still moments where you have to sit 
back and admire the colored lighting and varied 
backgrounds. 

Unperfections 

There are a few flaws in UT, but they're all so 
negligible that it doesn’t impact the overall feel of 
the game. While bot Al is great, it's still primarily 
path-based, so astute players can figure out the 
patterns of bots even at Godlike difficulty (bots 
can also be extremely easy sniper-bait in maps 
such as CTF-Facing Worlds). The character 
models look too much alike; with the exception 
of the purely robotic or undead-style skins, the 
characters pretty much blend in with each other. 
As mentioned earlier, the voice menu is too cum- 
bersome to use in the heat of battle, and even 
with hotkeys, I would prefer both a quicker way 
to specify recipients of orders and a way to give 
commands to groups of players/bots rather than 
just to individuals. Also, while the game offers 50 
maps, I would have liked more than seven 
Assault missions, since Assault is the best 
game-style in UT. 

That UT includes a weapon called the 
Redeemer in entirely appropriate: UT has com- 
pletely redeemed both Epic and the UNREAL 
franchise to action gamers. With the combination 
of great Al, depth and variety of gameplay, and 
accessibility to both newbies and the hardcore, 
UT has shot the pulse-pounding mayhe m of mul- 
tiplayer shooters to new heights. 


www.planetunreai.com The ubor*sHe for all that is UNREAL. 

unreal.eplcgames.com Epic's own tech site Is a good resource for mod 
and map makers. 

www.unrealtaumament.net/forumfflash.trtml The official UT message hoard from GT; 
Cliff BleszinskI, an UNREAL TOURNAMENT designer, is one of the moderators. 


TO HYPERSPACE Some levels are truly inspired, such as 
this starshlp-in-hyperspace map where the exterior has different gravity 
rules than the Interior. 


FATBOY VS. SLIM To add some spice to the game. Epic 
has bundled a few Mutators (UNREAL's mod system) right out of the 
hox, such as the goofy “Fatboy,” which makes the lead player fatter and 
the trailing players progressively skinnier. 


COMPUTER GAMING WORLD 


:gw.gi 


im • FEBRUARY 2D00 


85 










REVIEW 


ROLE-PLAYING 


The Avatar Returns to a Beautiful, Broken Britannia 


Premature Ascension 


A nother ULTIMA, another huge disappointinenL Although It was 
in deveiopment for over five years, ULTIMA IX: ASCENSION has 
been prematurely released. ASCENSION went through a vari- 
ety of controversial design changes since its original conception. 
During the game's extended production, its outspoken producer - 
and most of its original design team - departed from Origin, and the 
bulk of its development team was transferred for several months to 
work on its multiplayer sibling, ULTIMA ONLINE. 

Yet. in spite of the controversy that surrounded its creation. 
Ascension could have been a memorable game set in one of the 
most beautiful and immersive worlds ever seen in a computer game. 
Unfortunately, the premature release of ASCENSION is a disappoint- 
ing final chapter in gaming's best known 
series, laden by unoptimized code and 
other extensive technical problems. 

The plot involves the Avatar returning to 
Britannia to stop his arch-nemesis, the 
Guardian, from corrupting and then 
destroying the world. The Avatar quickly 
learns that hell be unable to ever return to 
Britannia, so he needs to find a way of 
permanently resolving the world's prob- 
lems. The plot has some twists, but it isn't 
as deep as its weighty premise might suggest, and it’s fairly derivative 
of previous ULTIMAs. 

ULTIMA fans should be pleased that a number of key characters. 
Items, and locations return, but this installment doesn't respect 
ULTIMA lore m a number of ways. There's a surprising amount of revi- 
sionism, and the inconsistencies are never adequately explained. 
Unlike Ultima Vlll, however, ASCENSION doesn’t completely aban- 
don its roots, although the plot lacks the moral ambiguity of the best 
games in the series. 

Britannia Does Not Rule 




NIGHTY-NITE A day/night cycle was noticeably absent In the last 
ULTIMA game. PABAN. It's back In ASCENSION and it’s never been better. 


MAYBE THE RAIN WILL MAKE THE DRAG- 
ON GO AWAY... Weather effects are great, as you can see from 
these individually-modeled raindrops. Unfortunately, it occasionally rains 
indoors. Notice the stationary dragon in the top-lett corner. 


While previous Origin products pushed system requirements to 
new extremes, ASCENSION suffers from more fundamental problems. 
The game requires a 3D card and supports both Direct 3D and 
Glide, but it runs very badly under Direct 3D. As a result, even 
gamers with state-of-the-art systems equipped with TNT2 Ultra cards 
and tons of RAM will experience choppy 
gameplay. 

The game plays better using Glide (and 


CGW RATED 


Britannia,' to bleat incessantly and to stalk your character through a 
variety of inappropriate areas. The interface is finicky at times, regu- 
larly delaying access to backpack items by construing attempts to 
open them as decisions to move them. There are occasional 3D 
graphics errors as well, resulting in objects getting stuck inside walls 
or in mid-air. 

Britannia the Beautiful 



Beautiful world, 
with unique envi- 
ronments and 
interesting char- 
acters. 

! Horrific Direct 30 

' support; extreme 
system require- 
ments; loads of 
technical prob- 
lems; poorly 
implemented com- 
bat system. 


when you're exploring areas away from the ULTIMA IX abandons the series' traditional isometric perspective in 

mam cities), but it never runs smoothly, and favor of a third-person view, It was a controversial move, but it gener- 

has memory leaks that gradually deteriorate ally works well, granting a detailed view of Britannia while maintaining 

performance. Since gameplay is slower-paced the overall style of its predecessors. The world ts undeniably gor- 

than in a pure action game, a silky smooth geous, full of incredibly varied locations and some absolutely fantastic 

frame rate is less of a prerequisite. But only views. A variety of birds, insects, fish, and livestock realistically popu- 

patient, tolerant gamers possessing a Pentium- late Britannia, and the game's day/night cycle is particularly well 

III system stocked with a Voodoo 3 card and done. Unlike other 3D-gaming worlds, Britannia is impressively inter- 

at least 1 28 MB of RAM will be satisfied with active. Some series veterans will enjoy just thoroughly exploring the 

ascension's current performance. world, discovering all of the different objects and locations. 

The game includes melodies from previous Britannia is smaller than in previous ULTIMAs, but the detailed envi- 

ULTIMAs, and quality music composed by ronmenfs are so full of unique landmarks that it still feels expansive, at 

George (WING COMMANDER) Oldziey. least until you've explored it. The game is initially fairly linear, and 

Unfortunately, there's a bug that causes one rather than rewarding you for cleverly slipping your way into an unex- 

of ULTIMA'S most repetitive tunes, 'Rule pected area, you're more likely to encounter scripting errors. Most of 

Requirements; Petiduni-ll 266. SAMB RAH. BX CHOM dim.SMB 3Gc3ii}.6CICNBIiaid drive spas. peQpimqBdEl tall0Bi-||)5p(L12^^ 1 

'RUrT(fITVSll3i73 aid 1GB tisidAlve spits. 30 Support DlitciBO. Glide Multiplayer Support None 


PiMisher: Eiectronic Arts - Devsioper: Origin Systems • $50 • www.ultima9.com • ESRB Rating: Mature; animated blood, gore, and 


violence. 


rrBHUARY 2D00 • egw.gi 




COMPUTER 6AMIN6 WORLD 







REVIEW 




FLY AWAY LITTLE DOGGIE... This wolf is having a bit 
of difficulty navigating the spiffy 3D-terrain. 


the scripting quirks are minor and 
just display conversations inappro- 
priately. but there are serious ones 
that can prevent advancement if 
you don't undertake actions in the 
most obvious sequence. Later in 
the game you can explore Britannia 
more freely, although the story-dri- 
ven nature of the game always 
makes it obvious where you should 
next proceed. The linear plot and 
lack of character-development 
options make ASCENSION more of 
an adventure game than any previ- 
ous ULTIMA, 

NPCs have considerably more 
personality than in most RPGs, 
and are well-animated and graphi- 
cally detailed. There are numerous 
entertaining scripted scenes 
between them, but the voice acting 
IS generally poor, with the excep- 
tion of Bill Johnson's reprisal of his 
role as the Guardian. 


Battling Avatar 

There's a lot of climbing, jump- 
ing, and swimming in the game, 
which may annoy players who pre- 
fer less action-oriented gameplay. 

While the jumping interface works 
well, it's sometimes difficult to navi- 
gate underwater. The spell system 
effectively combines the reagent, 
spell-book, and ritual systems of 
the past few ULTIMAs. but the 
combat system is a mess, generally 
devolving into rapid mouse-clicking on your enemy. Each weapon has 
four different attack modes, but since combat is so simple, they rarely 
seem meaningful. Arrows are woefully under-powered at the begin- 
ning of the game, as targets routinely turn into inadvertently humor- 
ous pin-cushions. 

Characters spurt blood when hit and bodies decay into red piles of 
goop, both of which are farcical graphical effects. Combat is general- 
ly meaningless and easy to circumvent, although even rodents pro- 
duce gold coins when slain. While it may be an RPG convention to 
unrealistically reward gamers for trivial combat, it’s a practice that the 
ULTIMA games had historically avoided, 

ascension's AI seems particularly unfinished. Enemies frequently 


Members of the development team have publicly stated that the 
game had a 'non-movable' ship date, which is pretty disappointing 
considering that ULTIMA ONLINE was released in a similarly unpol- 
ished state. If Origin had taken the time to properly complete this 
game prior to release, it may well have been a worthwhile finale to the 
series. But they didn’t, and it's not. K'O 


look tike statues and aren't triggered until you're on top of 
them, sometimes literally. While certain monster animations 
are excellent, too many creatures barely move or prove to be 
incapable of navigating the terrain. If you attack monsters 
from a distance, you'll usually be able to gleefully fling arrows 
into their skulls before they’ll move an inch. Occasionally. I'd 
read sinister significance into a vulture’s circling overhead 
and conclude that some monster AI was fine, only to subse- 
quently watch the vulture smash into a nearby cliff. Even the 
best AI in ASCENSION is only as good as the most basic AI 
in MIGHT And Magic VII. which certainly didn’t do anything 
special; the AI at its worst is as bad as it gets. 

Its technical flaws make ASCENSION a chore to play, 
which is truly unfortunate, since it provides the most visually 
detailed and immersive world yet featured in an RPG, Unlike 
ULTIMA Vtll, ASCENSION doesn't abandon the traditional 
strengths of the series. While some gamers may not appreci- 
ate the action-oriented gameplay and certain design deci- 
sions, there's no doubt that ASCENSION has a story that 
focuses predominately on the ULTIMA virtues and related lore. 

The plot is somewhat revisionist, but does wrap up loose 
ends that gamers have waited half a decade to resolve. 


COMPUTER 6AMIN6 WORLD • e g nr . g a me i y o t . e 


FCeRUARY ZOQD 









"If YOj're Into white-kniickle doels with scary aliens, 
rig yojr PC wllh at least 128 MB of RAM, Remember, 
the more HAM you have, the longer you'll live." 
Compuiai Shoppei i 


©1999 Council on Computing Power 




STRATEGY 


REVIEW 


From Start to Finish, SIM THEME PARK Is an E-Tcket Ride 

Sim-piv Irresistible ■ 




P erhaps the only truly unpleasant thing about Sim theme PARK is 
finding a way to distill the overwhelming sense of delight that 
permeates every facet of this game into one page of text. 

Describing the game? That’s not hard: You design and manage your 
own very individualized theme park. But capturing the magical sense 
of challenge, humor, and fun that blossoms in tandem with your bud- 
ding park? That, my friend, is the daunting part. 


Funny Business 

At its heart, SIM THEME PARK is a business simulation. Success is 
measured in dollars earned, so you'll not only set entrance gate 
prices but the prices of the souvenirs, costumes, and refreshments 
you sell as well. You can juggle the quality of goods you sell to 

increase your profit mar- 
gin, but if you sell crap at 
high or even moderate 
prices, you can expect to 
anger your patrons; they'll 
buy less, fewer will visit 
your park, and before you 
know it EuroDisney will 

look packed by comparison. While vendor placement is key (put cos- 
tume shops near the exits of your best rides for higher sales) you can 
also micromanage in other ways - for Instance, loading your fries 
with salt to make your customers thirsty for the over-iced sodas you 
sell at a premium. Occasional challenges let you earn cash or golden 
tickets to unlock special rides. 

You'll also have to juggle a full staff of 
janitors, researchers (for developing new 
rides and upgrading existing ones), wan- 
dering entertainers, security personnel, 
and mechanics. Fail to keep them happy 
and they'll strike, Fail to keep them effi- 
cient, and your rides will break down as 
your park degenerates into a lawless sea 
of unmopped vomit. 

And in a sense, that vomit is just the 
tip of a different iceberg: While many 
business sims are dry, flavorless affairs, 

SIM THEME PARK 
wraps its capital- 
ism in a cocoon of 
unmitigated goofi- 
ness. The big-headed kids wan- 
dering your park puke unabashed- 
ly, squeal in unchecked delight, 
and are just flat-out adorable tod- 
dling around in the spaceman or 
jack o’ lantern costumes they buy. 

The game ships with four themes 
(Halloween, a fairyland, a jungle 
motif, and space) but as wildly dif- 
ferent as they are, they all share 
the same giddy cartoonish sensi- 
bility, be it the giant vampire-shaped balloon 


CGW RATED 


PROS 

Wildly entertain- 
ing; lets you man- 
age every aspect 
of your park with- 
out becoming 
tedious; fantastic 
online component. 
CONS 

Little motivation 
to continue after 
maxing out your 


store, the juggling space alien entertainers, or 
the careening pumpkin bumper cars. As much 


fun as it is to watch the constant bustle of life from above as you 
manage your park, it’s even better to hop into first-person mode and 
wander your park, taking time to ride the suspended roller coaster 
you just designed, or to hop aboard the spinning rocket ships. 

Six Flags Over the Whole Damn World 

And when you lire of your own parks, 

I you can go online and visit parks made by 
people the world over. Ride their rides, 
check out their layout, and maybe steal an 
idea for your next coaster. If you really like 
a park, you can vote for it, since every city 
on the globe ranks its online parks. And if 
you're really enjoying your virtual vacation, 
snap a screenshot and send a postcard to 
a friend using the game's e-mail utility. 

With everything SlM THEME PARK has 
going for it, its few problems are fairly 

inconsequential. The lure 
of building new things 
really helps drive game- 
play, so once you've 
maxed out on research- 
ing the new, the motiva- 
tion to continue drops 
off. Also, as cooi as the 
roller coaster designer is, 
getting the track to end 
up back where you start- 
ed can seem virtually 
impossible at times; a 
pause feature while build- 
ing coasters would've 
been nice. 

But you know what? I don't care. SIM THEME PARK offers more 
fun than ten other games combined. If you don’t need to v/ipe o ut an 
enemy to have fun, this is a game any gamer would love. LifLJ 


research; roller 
coaster designer 
could be friendlier. 


Requirements: Penlium MMX 2Q0HK2. 32MB RAM, 4D0MB tianl drive space. Recommended Requirements: Pentiuiii lh300MKi MM6 RAM, 8MB 
D Support: DIrectSD Multiplayer Support: Mona compelitively. lint uniqne latemel support 


Publisher: Electronic Arts • Developer: Bullfrog • $40 • www.simthemepark.com • ESRB Rating: Everyone; comic mischief. 




COMPUTER BAMiNG WORIB • cgw.gamespol.coin • FEBRUAflY 2000 








Iff Stores Now! 


ei999Si«trsOn-Lin«.lnc, All Rights Rasetved. Sierra, ths 'S' logo, and Sierra Spoils are trademarksol Sierra On-Lina, Inc. Papvnis"'andlt>ePaoi'rus logo are tiadernarksol Papyrus DesignGroiip, Inc. NASCAR® is a legisleiedlraiJeiiail 
d Ihe Nalional Assooalion lor Slock Car AulO Radng, Ine. Rictiaid Petly ilems licensed by Petty Marketing Company, LLC The Richard Polly name, signatina and silhoueUe are exclusive IraCemarks of Petty Marketing Convany. UC. The name 
likeness and image ol the »6 Dodge slock car used by permission of CoRon Owens. The name, likeness and imaga ol the »64 Ford stock ear used by permission ol Elmo Ungley. The name, leteness and image o1 iho *24 Ford stock car used b 
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Vitiged tool design! and Eagle marks are regislerefl trademarks olThe Goodyear Tte S Rubber Company, used with permission. AH oihei names, kkeness and trademarks are tie properties ol their respective owners and ere used under permssion. 






REVIEW 


ACTIOISI-ADVEIMTURE 


Crack Your Bullwhip in LucasArts' INDIANA JONES AND THE INFERNAL MACHINE 



Hollywood's favorite tomb raider, but that doesn't mean it's flawless - 
or anything close. This is one of those games where if you're not 
positioned just right, the computer won't let you pick up an object, 
open a door, or climb a ladder that’s right next to you (it took me 1 5 
minutes of trial and error to hang a bucket on a hook). There is a lot 
of jumping in the game, from pillar to pillar and ledge to ledge, and 
you should plan on plenty of slow saving and restoring to get you 
through these sequences intact. Saving and restoring is also the only 
way to get you past the instances where the game crashes complete- 
ly - this happened to me four times. 

Also in need of improvement is the story itself, 
which starts out pretty generically (Indy hunts 
through the ruins of a temple in the Middle 
East), takes a turn for the better (Indy has to 
escape from a Russian ship where he is held 
captive; Indy befriends a Nubian boy in the 
desert; Indy races 
through King Solomon's 
mines in a mine car), and 
ends with a tnppy sci-fi 
sequence (Indy fights a 
giant robot and chases a 
demon through "the 
Aetherium,' an alternate 
dimension that looks like 
the inside of M.C. 

Escher's computer). 

Except when it springs to 
life in the middle seg- 
ment, the dialogue is flat 
and out of character - the Indy we know from 
the movies wouldn't make smirky comments 
when encountering ancient artifacts or super- 
natural phenomena. And the mild sparring 


CGW RATED 


PBOS _ 

Immerses you in 
the world of 
Indiana Jones i 
more efNictiuely 
than any game 
ever has. 


CONS 

Sticky controls 
and occasional 
crashes; story has 


between Indy and 
Sophia Hapgood 
[whom gamers with 
long memories will 
remember as the 
female lead from 
INDIANA JONES AND 
THE FATE OF 
ATLANTIS) ignites no 
sparks. 

Indy the Third 
Dimension 

So in what sense is 
this the best Indiana 
Jones game ever? It's 
simple; This is the first 
game to actually put 

you into the man’s boots and under his fedora. Granted, it's a third- 
person game of the TOMB RAIDER variety, not a first-person DOOM 
clone, but you really feel like you're in there with the man. The envi- 
ronment IS so immersive that by reflex I kept craning my neck to see 


Lara WhoP 

W e've come a long way in the 18 years since they started 

making Indiana Jones games. When Atari was gearing up to 
adapt Raitlers of the Lost Ark in 1982, they said their great- 
est chalenge was making a realstk-kioking btdhMhyi (this from a 
company that thought a rectangle with a hat was a dead ringer for 
Harrison Ford). Fast-forward a decade or two and LucasArts has the 
bullwhip problem licked. If their Harrison Ford still looks a bit rectan- 
gular, so what? That gives them something to work on over the next 
18 years. 

Heaven knows, there's still room for improvement. INDIANA JONES 
AND THE INFERNAL MACHINE is easily the best game yet to feature 


INDIANA JONES AND TDE 
INFERNAL MACHINE 

r ~ "^ reviewed by Charles Ardat I 


some pretty weak 


moments. 


Requirements: ftniluin 20QMHz. 32MB RAM. 55M6 haul ditve space. 3D aneleialoi lajiiliei Recommended Requirements; Pendiin II. GAMS HAM 
3D Support QiecQD Multiplayer Support Ndib 


PiidisharfDevetaper; LucasArts • $40 * www.lucasarts.com • ESRB RaDng: Teen, animaled blood and violence. 


FEBRUARY 2000 • cgw.gi 


• COMPUTER BAMINB WORLD 







REVIEW 



around corners and over obstacles. The music, which combines famil- 
iar John Williams themes with original material by Ciint Bajakian, is 
extremely effective in creating its mood of danger and awe. And. by 
God, they got that bullwhip right - the thrill of using it to swing 
across pits or disarm enemies doesn't wear off. even after you've 
been doing it for hours. 

The character graphics are blockier than they need to be - when 
Indy shakes hands with a CIA agent it looks like two beer steins clink- 
ing - but the variety of photogenic settings makes up for it. Your glo- 
betrotting quest for machinery stolen out of the wreckage of the 
Tower of Babel takes you to the mountains of Tibet, the clear waters 
of the South Pacific, and the sands of Egypt, as well as into the visu- 
ally distinct temples of several civilizations. Indiana Jones fans have 



GLOBETROTTER Egypt. Tib8t...ft just wouldn't be Indiana 
Jonas without a lot of exotic locales. 



the thrill of recreating not only the mine car race but also the river- 
rafting sequence from Temple ol Doom, as well as numerous traps 
reminiscent of the first movie - including the giant rolling boulders. 

While the story could be stronger, it does have its moments. Since 
the tale is set in 1947, on the cusp of the Cold War. your foes 
throughout are Stalin's soldiers rather than Hitler's (expect plenty of 
shouted Russian exclamations in place of the conventional 
■Achtung!*), The sequence on the Russian ship is outstanding, not so 
much because of the puzzles it contains as because of the variety it 
adds, making the whole enterprise feel less like a climbing/jumping 
game set in a gameboard world of blocks, ramps, and ledges than 
like a real Indiana Jones movie. 

When you get to Egypt and find an urchin cowering in a mineshaft, 
whimpering 1 don't like hyenas,' it's a genuinely affecting moment. 

And when you reward him for an errand with a dead explorer's pocket 
watch and his eyes light up ('Now I own a machine! I am going to be 
an industrialist''), the game momentanly achieves a depth of charac- 
terization and self awareness that even the movies lacked. 

But the moment doesn't last, and by the time writer Hal Barwood 
has sent you scurrying into a floating neverland out of William 
Gibson's subconscious, you realize it isn't inspiration so much as 
expiration. By the end, he's used up every possible climate and every 
device from the movies, and all that's left is a pyrotechnic last-ditch 
eruption meant to bring things to a climax, like when all the members 
of an orchestra play at once to finish off a symphony. It doesn't really 
work here, not least of all because the big battle with the demon 
Marduk takes forever (you've got to aim a mirror just right to bounce 
his fireballs back at him. and you've got to do this not once but five 
times). It's got all the worst aspects of the game: overly fussy con- 
trols, lots of saving and restoring, a difficult action you've got to do 
over and over, and a fundamental misunderstanding of what does and 
doesn't fit in the world of Indiana Jones. 

Fortunately, scenes like this one are in the minority. Most of what 
the game contains does fit and, hell, you get used to the controls. For 
a certain generation of gamers - who have had their Star Wars fan- 
tasies fulfilled for years but never their Indiana Jones fantasies - play- 
ing even this imperfect specimen of a game will feel like finding a 
great treasure. 


COMPUTtn BAMINB WORLD • cgw.gi 


:irot.eem • rEBRUARY 2000 









Somewhere behind enemy lines, the U.S. Army's most elite soldiers stand ready for action. 
They're trained, skilled and courageous beyond imagination. They're the Green Berets. 


Spec Ops II: Green Berets drops you into the world of this uncommon breed of soldier. A world where instinct and action are the only 
ways to survive. Where you eliminate the enemy with a prototype OICW shoulder rifle one minute— and with your bare hands the next. 


Created with the help of the Army's First Special Forces Group and built by the team that invented the commando-shooter genre. 
Spec Ops II is as real as it gets. From weapons to missions, every detail is designed to create the most intense combat of your life. 




> More buddies and smarter buddy Al. 


> An even greater selection of actual weapons. 


> Multl-storied interior and vast exterior spaces. 


Download your FREE demo 
at www-ripcordgames.com 

B V 4 mwfi 

% ^ 


P1 !>93 Ripcord Games All rights reserved. Ripcord Games and ihe Ripcoid logo and icon are trademarks ol Ripcord Games. LLC. Zombie is a tradentark of Zombie, LLC. The rating 
IS a trademark o( Dio liiloiactrve Diqital Sotiwaro Association All other trademarks ate properties of Dteir respective owneis. 


> LAN or Internet multiplay for up to 16 players. 

> Higher polygon models for extreme realism. 





REVIEW 


TACTICAL SIIVIULATiaiMS 



Tom Clancy and 
ROGUE SPEAR Have 
Nothing To Fear 
From These 


DELTA FORCE 2 and 
SPEC OPS II: 
GREEN BERETS 




Tactical Sim Sequels 


CGW RATED 


DELTA FORCE 2 


PROS 

; Good mission 
I design and tense 
action; solid multi- 
player mode. 

CONS 

Extremely poor 
visuals; sound 
effects non-exis- 
tent; doesn't sup- 
port 16 -bit video 
cards in acceler- 
ated mode. 


SPEC OPS II 


mreat Eliminated 


I n the follovu-the-leader world of computer gaming, it 
only takes one successful innovation to start a 
craze. Ever since Red Storm Entertainment published 
RAINBOW SIX and proved that tactical combat simula- 
tions could. sell, game developers have been falling all 
over themselves to jump on the bandwagon. 

Well, the bandwagon has come around again, heaped 
high with sequels. Once again following in the footsteps 
of Red Storm and its worthy successor ROGUE SPEAR, 
are NovaLogic's DELTA FORCE 2 and Ripcord Games’ 
SPEC OPS II: GREEN BERETS. Tom Clancy should be 
able to sleep nights - neither come close to ROGUE 
SPEAR. The more action-oriented DELTA FORCE 2 col- 
lapses under the weight of awful graphics and question- 
able design decisions. SPEC OPS II is more successful, 
but comes up short in strategy, playing more like a really 
good military mod for an existent first-person shooter 
than as a game in its own right. 

Head Shot 

DELTA FORCE 2 (DF2) isn’t a tough game to summa- 
rize, with a number of adjectives coming to mind. Words 
like interesting, exciting, challenging - oh, and 
unplayable. Can't forget that one. You see, while a great 
deal of the basic game design here should lead to some 



enjoyable gameplay, NovaLogic’s abysmal Voxel Space 
32 engine graphics turn virtually every mission into an 
eye-straining pixel hunt. Big, blocky voxels instead of 
sharp little polygons may be great for creating lush ter- 
rain, but they're lousy for just about anything else. 

Further, since voxels can't be accelerated via graphics 
hardware, today’s fancy video cards are unable to help. 
DF2’s accelerated mode fops out at a crude-looking 
640x480, and only helps render background elements 
such as radar installations, SCUD launchers, and build- 
ings. Higher resolutions are available in software mode, 
but I found even 800x600 resolution to be an unplayable 
slide-show, and this on a PH 450 with 1 28MB of RAM 
running a TNT 2 Ultra! 

SPEC OPS 2 (S02), on the other hand, looks very 
good, particularly at higher resolutions in 32-bit color 
mode. The visuals are still more JEDI KNIGHT than 
ROGUE SPEAR, but they're miles above DELTA FORCE 
2. Settings look very realistic, and truly evoke just 
about every environment on earth. I particularly like the 
jungles of Thailand and the industrial complexes of 
Germany. There is one bizarre design choice here in 
that you have to choose a display adapter and resolu- 
tion each time a mission is started. This does nothing 
more than add a mouse-click, but it's strange that the 


Requirements: Pentium II ar Celeron 400. 64MB RAM. 465MB hani drive space. Recommended Reqaireiaents: Penttum 111, 12SMB RAM. 32-iitt 3D hanlivars 
accejeralar 30 Supporl: Dirtcl3D. Multiplayer Support Up to 50 players via NoYaWorlil malrrtiing service. Z-1B player via LAN, one CD per player. 




Requirements: Pentium MMX-2D0MHZ. 32MB RAM. I50M6 Irani drive space. DiiectOD-rximpatible video card. SeconiDienderi ReciinranentsPanduinlFZOOMHz, 
.PltBcOlhainiiatihlB ridee card wtfi 18HB RAM. 3D Supporl: Direct 30. Glide. Multiplayer Supijort: UN. Internet (2-16 players), cne GO per player. 


PEBRUARY 2000 


:gw.gi 


pot. I 


COMPUTER GAMING WORLD 










> I^EVIEW 




GOTCHA! Perhaps the only major difference 
between SPEC OPS II and most first-person shooters 
is the importance of preventative sniping. It you get 
close enough to see the whites of their eyes, expect 
to restart the mission. 


Mission specifirs are rather annoyingly obscure, 
though. In the quiu/ies, you're given regions instead 
of countries and asked to fill in the blanks: that Central 
Asia stands for Chechnya, the Balkans for Kosovo, and 
so on. Campaigns are wholly fictitious, taking place in 
Antarctica and Chad. Chad? Doesn't exactly get the blood pumping, 
does it? Where are the crazed Egyptian terrorists, the Russian mobsters, the 
paranoid Midwestern militas? 

Well, they're in S02, actually, which is designed around a number of train- 
ing levels and five campaigns of four to six missions set in every corner of the 
globe. You'll try to stop Pakistan from launching a nuclear strike on India, tear 
across frozen Antarctica in search of a crashed satellite, and take on terror- 
ists attempting to steal Stinger missiles in Germany. Oddly enough, each sep- 
arate mission in these campaigns can be played in any order. So if you want 
to blow up the Pakistani missile base before you’ve even found out where it 
is, go ahead, though this can kill the sense of immersion and make you feel 
as if you're playing through single episodes. 


NO, AFTER YOU... SPEC 
missions are the best, since you can 
cannon fodder. If the point man gets 
your luck 


preference isn't simply saved. 

Sound is absolutely spectacular in S02. The budda-budda of automatic 
weapons is suitably threatening, and little touches like the crunching of boots 
in the Antarctic snow are well done. These elements tend a lot to the overall 
atmosphere. Sound in DF2 is quite the opposite - virtually nonexistent. 


Covert Operation 

As you’d expect, it's very difficult to creep around stealthily when you can't 
see the guards you're supposedly slinking past. Such is the curse of DF2. 
Missions quickly devolve into taking baby steps, listening for gunfire, and then 
frantically scanning the horizon to see where the shots are coming from. 
Pixelated visuals make it no easy task. Enemies can only be spotted by 
searching for off-colored pixels in the terrain, If a block flashes, kill it. If a dot 
is colored differently than the others in the area, kill it. Of course, if these 
points of light turn out to be hostiles, you’re often toast by the time you bring 
up your weapon and scope. All of this is incredibly frustrating. The graphical 
limitations all but cripple the game, since its primary focus is on stealth and 
long-range sniping. 

If you can somehow get over this hurdle - and it is a 
rather high one - DF2 can be mildly entertaining. The 
designers did a great job of evoking the tension of Special 
Forces combat. Every one of the 45 solo missions in the 
two campaigns and single-mission mode evokes that 
“alone behind enemy lines" atmosphere, whether you're on 
a search and destroy escapade in the Middle East or 
invading a drug kingpin's estate in Central America. 


Just a Flesh Wound 

Of the two games, S02 is more successful in almost every way, even though 
it still falls well short of the standard set by ROGUE SPEAR. More of a military 
sim than the run-and-gun DELTA FORCE 2, most of S02’s missions have a first- 
person shooter feel to them. Part of this comes from the lack of solid objectives. 
Campaign intros are dramatic and fun to watch, but they're more movie-trailer 
than military briefing, with mission notes just a few brief bullet-points. As a 
result, you land with little real idea about what you're supposed to do. There's 
also a useless overhead view for a map and an incredibly awkward waypoint 
system. To compensate, each mission is forced down an obvious path. The 
good news? There's realty only one route to each destination, so it's virtually 
impossible to get lost. The bad? Missions play out like shooter levels, with the 
notable (and unrealistic) exception of your being unable to move and fire your 
weapon at the same time. To blur the lines further, enemy weapons and ammo 
can be picked up, and you'll occasionally run across hidden items. No health 
packs or BFGs, though. 

S02 multiplayer looks like it could be 
a lot of fun, with deathmatch, team, and 
King of the Hill modes, along with coop- 
erative play through the game's single- 
player missions. Unfortunately, I was 
unable to hook up with enough fellow 
players on the SPEC OPS II server to 
give it a proper whirl. The game had just 
hit stores when I made my attempts, 
however, so your experience may vary. 

On the other hand, DF2’s (one high- 
light is multiplayer. Online play on the 
NovaWorld server can be a real blast, 
with up to 50 players taking part in 
games ranging from traditional death- 
match to cooperative and Capture the 
Flag. Of course, since the same basic 
engine problems show up here as 
well, the fun is mitigated by a fair bit of 
frustration. 


So Who Wins the War? 

If you buy just one tactical sim this year, it shouldn't be either of these; 
neither can hold an M4 to ROGUE SPEAR or the original RAINBOW SIX, 
still the unquestioned leaders for armchair commandos. While there are 
certain elements that might appeal to some gamers - the exciting multi- 
player modes of DF 2, the unique “Green Berets do DOOM" feel of SPEC 
OPS II - the Tom Clancy-inspired titles outclass them every step of the 
way. 


COMPUTER GAMING WORLD 


im • FEBRUARY 2000 





REVIEW WARGAME 


SID MEIER'S ANTIETAM! Slices A Page 

Fix Bayonets! 





CGW RATED 


Publisher: Firaxis * $30 • www.1lraxis.coin • ESRB Rating: Everyone 


Ability to re-figbt 
the entire battle; 
improued inter- 
face; spruced-up 
graphics; incisiue, 
first-hand account 
of the battle as 
described by Ezra 


Came available 
only from the 
Firanis website. 


subordinate artillery batteries that 
may be scattered around the map, 
then re-deploy them. Artillery can 
even be ordered to hold its fire until 
enemy units have closed to within 
canister range. And to make things 
clearer on the battlefield, damage 
markers have been added to show 
the firing effectiveness of each unit. 

Like GETTYSBURG!, ANTIETAM! 
includes loads of historical and 
“what-if” scenarios that cover every 
conceivable aspect of the conflict, from the skir- 
mish in the East Woods to the fateful battle along 
the sunken road. Players can even re-fight the 
entire endeavor from start to finish if they’re up to 
the task, something they were unable to do in 
GETTYSBURG!. Commanding the entire battle is a 
bit unmanageable - particularly at the height of the 
action - but, hey, that's what gamers claimed was 
lacking in the original game. 

So how does it all hold up? Very well. I’m happy to report. Even 
at the lowest competency setting, the computer opponent is quite 
challenging, steadfast on the defense but just as determined on 
the attack - especially when it comes to seizing key objectives. In 
fact, the computer seems to be rather adept at rushing reinforce- 
ments to where they’re needed the most, oftentimes snatching vic- 
tory from the maw of defeat at the most crucial moment. 

That said, Sid Meier and his Firaxis team have once again cap- 
tured the tempo and ferocity of mid-19th Century warfare, ably 
portraying the field of battle during one of the darkest periods of 
American history. When it comes to tearing a page out of the his- 
tory books, no one does i t with as much elegance and accuracy as 
the gang at Firaxis, 


M ore American blood was shed on September 17th, 18B2 than 
on any other day in U.S. history. In just under 1 2 hours, 
23,000 men laid down their lives during the pivotal Battle of 
Antietam, when Lee’s army of Northern Virginia clashed with forces 
from McClellan’s army of the Potomac on the rolling countryside 
near Sharpsburg, Maryland. Several recent wargames have attempt- 
ed to recreate this disastrous struggle to bring the Civil War to an 
end, but none have succeeded like SID MEIER'S ANTIETAM!. 

Firaxis used (heir award-winning GETTYSBURG! engine to recre- 
ate the Battle of Antietam, 
making changes that address 
the vagaries of the battlefield. 

To begin with, ANTIETAM! does 
a better job of modeling all of 
the units, going so far as to 


depict the uniforms each unit wore, Virtually 
every important unit is present and accounted 
for, from the Confederacy's Louisiana Tigers 
to the Union's Iron Brigade. While the 
Federals typically retain their distinctive “blue 
wall" fapade, the Southern Army looks more 
like a collection of ragtags than a well-disci- 
piined machine, better reflecting the historical 
composition of the Confederacy's forces. 

Eight types of artillery are now modeled, as opposed to just two 
in GETTYSBURG!, Each side has a much better mix of cannon at its 
disposal, ranging from 32-pound howitzers to lightweight Parrott 
rifles. This means that players can now use 
their artillery as it was originally intended, 
whether for long-range counter-battery fire or 
for much shorter-range infantry support. 

Other improvements include a set of 
revamped command bars; in the case of 
brigade commanders, this enables them to 
issue "fall back" and “retreat" orders to units 
taking heavy fire. Division and corps com- 
manders can now "gather up" all of their 


SID MEIER'S 
ANTIETAMI 

I reviewed by Marti Dultz 


FEBRUARY 2000 


;gw.g; 


• COMPUTER GAMING WORLD 














REVIEW 


ACTION 


OPPOSING FORCE Tries Hard but Doesn't Measure Up 


Half-Right 


C hange an integral part of any successful creative endeavor and 
it's hound to suffer. Just think of the Sid Meier-free 
CIVILIZATION: CALL TO POWER, the Planet of the Apes TV 
series, or Van Halen with (shudder) Sammy Hagar. A similar chal- 
lenge faced Gearbox Software: Make a game worthy of HALF-LIFE 
without the original creative team behind it. OPPOSING FORCE is 
better than most single-player shooters, but while Gearbox had all the 
tools, the end result is like giving a good sculptor a slab of marble, a 
chisel, and Michelangelo's David as a template. He's not going to 
come close. 

As Colonel Adrian Shepard, you are cast as one of the troops 

hunting down HALF-LIFE 


MEET THE NEW BOSS Not the same as the old boss. 
Dealing with OPPOSING FORCES bosses is a letdown, espeoially compared 
to the anginal HALF-LIFE. 




HALF-LIFE: 
OPPOSING FORCE 


reviewed by Robert Coffey ■ 


hero Gordon Freeman, 
While OPPOSING 
FORCE’S 
extended 
intro sets 
up this 
intriguing 
premise, it’s 
dropped 


NOW AND XEN Tnis is about all you'll see of the gr’* 
alien world. Vour trips to Xen are very brief jaunts that serve ■ 
only to teleport you around Black Mesa. " 


almost the second your character bails out of a heli- 
copter and hits terra firma at the Black Mesa Research 
Facility. Your mission quickly becomes solely one of 
escape, with Freeman utterly forgotten but for a brief 
glimpse early in the game that only ensures you’ll have 
no hope of interacting with him. 

That disappointment would be easier to swallow if 
this rather brief game's action were up to HALF-LiFE 
standards, but it isn’t. While the game is still broken up 
into titled sub-chapters, none of them hold together the 
way they did in the original. Yes, you'll explore new parts 
of Black Mesa, like the alien obseryation areas and toxic 
waste facility, but your time in each location is brief. You never have 
the unique sense of place that was created in HALF-LIFE: the frenzy 
of Surface Tension, the creeping menace of On a Rail, or the alien 
confusion of Xen. Instead of a game where every room and every cor- 
ner brought something new and exciting, you charge through a series 
of environments packed with enemies both old and new - but noth- 
ing that makes you pause and whisper to your- 
self, “That was cool" 

HALF-LlFE's sturdy Al remains, so the fire- 
lights are still challenging, especially when 
OPPOSING FORCE ups the ante by throwing 
five leaping assassins at you along with a 
handful of grunts. But that's about all of the 
core gameplay that remains. Gone are the 
episode dominating bosses that gave each 
chapter structure and tension; there are really 
only two bosses and they’re a letdown. 

Bosses from HALF-LIFE do pop up for Special 
Guest Appearances, but you don’t really inter- 
act with them, and they only underscore how 
disappointing their replacements are. 

There's an awful lot of puzzle-solving, espe- 
cially difficult jumping puzzles made more 
daunting by surfaces that practically repel you, 
and by your tendency to get trapped on edges 


OLD FRIENDS Some familiar faces 
will pop up in OPPOSING FORCE, but they 
don’t play much of a role in the game. 


CGW RATED 


Still better than 
most single-player 
' shooters; new 
- multiplayer maps. 



_cgNS 

Doesn't deliver a 
HALMIFE caliber 
experience; very 
short; weak 
weapons and 
monsters; puzzle 
elements can get 
in the way of play. 


and in corners. Jumping 
puzzles are so prevalent 
that any time you get 
stuck in the game, you 
should immediately 
start looking for the 
nearest crate you can 
push to reach some- 
place higher. 

OPPOSING FORCE 
does bring some new 
things to the game. You 
can climb ropes, use alien barnacles as grappling hooks, and new 
monsters - including packs of spike-shooting Pit Drones - make for- 
midable, if uninspired, enemies. New weapons include a brutal SAW 
machine gun, an entirely moot sniper rifle that replaces the cooler 
crossbow, and the Shock Roach - an electricity-spitting alien bug. 
The new weapons are kind of fun, but a lack of any real need to use 
them had me leaning primarily on the SAW and the MP5 throughout 
the game. New multiplayer maps created by a team of all-star level 
designers like Levelord provide some new death-dealing playgrounds. 

In the end, OPPOSING FORCE is done in by simply not being able 
to reach the bar set so high by its predecessor. The gaming here is 
solid and better than most, but if you’re itching for more HALF-LIFE, 
you’re going to have to wait for HALF-LIFE 2. 


Retjuiremants: Pentiuni 133MIIZ. 24MB RAM. 125MB hard drive space: HMF-UFE rrritsl be irrstalled. RE>t:ommenEied Requirements: Peodtim 20DMHz, 32MB RAM, 
3D arxeleralor. 30 Support: Gllrie. Diretn3D MulL'player Support: UN, Inlerriet (2-32 players). erteCD per player oa Inlernel one CD perloar players ort UN. 


Aiblisher: Sierra • Developer: Gearbox Software • $35 • www.sierra.cam • ESRB Rating: Mature, animated blood and violence. 


100 


FEBRUARY 20DD > 


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ACTION 


REVIEW 


GT interactive Lets Greatness Slip Away 

Cinderella 


T he wheel of time is a game that begs to be loved...at least ini- 
tially. From the moment I entered the game, I found myself 
stunned by amazing visuals and wowed by the ambience of the 
first few levels. “Robert Jordan's novels weren't this scary,” I thought 
as I found myself jumping (and yelping). 

But after I got through the beginning of the game, Cinderella-syn- 
drome hit THE WHEEL OF TIME hard. The magic wore off, and a 
game with infinite potential turned back into what it really is - a typi- 
cal, action-oriented fantasy/adventure game with typical, action-orient- 
ed fantasy/adventure devices, punctuated by the occasionally 
cool/unique/interesting level. Grab as much magic ammo as you can. 

Learn from your 


THE WHEEL OF TIME 


deaths. Fight off a 
group of monsters. 
Heal yourself and 
replenish your 
magic ammo. 
Advance to the 
end of the level. 
Fight off the occa- 
sional big bad boss, or deal with some sort of monstrous challenge. 
Watch a cut scene. Repeat. 

3D Graphics, 2D Story 

The Wheel of time's flimsy plot sounds like it comes straight 
from some kind of Microsoft Word macro generator gone mad. You 
play the role of Elayna Sedai, a reluctant heroine who finds herself in 
the middle of a traitorous plot to re-release the Dark One from his 
lockdown status by gathering the four Cuendillar Seals; the hero who 
originally imprisoned the Dark One stupidly left these lying around. 
(Note to self: If you save the world, make sure you leave no powerful 
artifacts - be they rings, spears, crystals, seals, or sporks - lying 
around afterward.) 

The game starts with a bang. An assassin breaks into your room in 
the White Tower and demands that you hand over one of the seals. 
When he realizes that you don't have any, he steals some weird, 
horn-looking artifact (one of the few mysteries in the game) from a 
hidden closet and escapes, slitting the throats of 1 4 of your sisters 
as he leaves. After confiding in you that she fears traitors within the 
Tower helped the Assassin, your boss, a 
woman known as the Amyrlin, sends you after 
the Assassin, i'll let you figure out the rest of 

I the story. It won't take you long. 

It’s understandable why Legend, the game’s 
designers, stuck to such a formula. Most fanta- 
sy novels keep retelling a similar tale. But why 
such shallow story development? Given the 
game's explosive and frightening opening 
sequences and levels as you chase the 
Assassin, I had hope that we would all finally 
see a fantastical storyline that actually breaks 
new ground. Instead, the story progresses in 
exactly the way you would imagine, with no 
twists, surprises, mysteries, or explanations. 


CGW RATED 


1 ics; occasionallir 
stunning game- 
piay; cool multi- 
player mode. 

fcONS 

Shallow story for 
an game set in 
' Robert Jordan’s 
. universe; unin- 
spired level 
designs. 


Momentum Shift 

To be fair, WHEEL OF TIME does create 



Requirements: Peniiiini 2D0MHr. 32MB RAM. 500MB hard drive space. Recommended Requirements: Peeliuic 233MH4 G4MB HAM. 3D Supporl: Optional. 
Dired3D and Glide. Multiplayer Support: t-4 players via TCP/IP. 


Publisher: CT Interactive • Developer; Legend Entertainment • $S0 • www.gtlnteractive.com • ESRB Rating: Teen, animated blood and 
violence. 


102 


FEBRUARV 2000 • cgw.gi 


• COMPUTER GAMING WORID 






REVIEW 



of the region, wait for the winds to recede, and then go back in, The 
tension and fright this stage of the game creates is so palpable, you’ll 
be frantically digging for the exit. If only this was the norm. 

On the plus side, the game's monsters are superb. Outside of a 
few bugs that let me attack monsters 
before they “saw’’ me, or made them sim- 
ply run back and forth without attacking, 
they all boast above-average Al and fight- 
ing them is an enjoyable challenge. 
Trollocs nimbly sidestep your fireballs. 
Whitecloak Soldiers use their shields to 
deflect your attacks back at you. And the 
spell-casting enemy Aes Sedai hits you 
with an arsenal of offensive and defen- 
sive magic that mirrors your own. 

Unfortunately, about two-thirds of the 
way through WHEEL OF TIME, the sur- 
prises end. At this point, you've encoun- 
tered pretty much every monster, and eventually you start to realize 
that the best way to deal with an evil Aes Sedai is to use a powered- 
up blast of Balefire. Or that the best way to deal with the teleporting 
Myrddraal is to use Freeze and then blast them away with Seekers or 
Fireballs. 


some fantastic moments. But the game is never able to sustain or 
capitalize on their momentum, mostly due to a lack of pacing, and lev- 
els that inevitably devolve into typical first-person shooter mode. For 
example, toward the end of the first third of the game, you're sup- 
posed to be helping to defend the White Tower from attack. When 
you begin, you see and hear your castle preparing for attack; war 
horns sound off and soldiers start running around. Then the attack 
starts, and the momentum rapidly dwindles to the point where you 
feel like you're simply playing another level. 

The same goes for the Assassin-chasing sequences that begin the 
game. You're supposed to be chasing this guy, but the levels are 
designed in such a way that you have to take your time. This contra- 
dicts the nature of the mission. Since you don't feel the need to hurry, 
the tension of the chase is totally depleted. 

One of the few moments where this isn’t the case comes mid- 
game, and illustrates how great WHEEL OF TIME could have been. 
You enter a dangerous nether-region known as The Ways in order to 
quickly cross the continent. The catch is that you can't be in this 
region for long before the Machin Shin - a dark sinister wind - gob- 
bles you up, so you have to sprint from one gate to the next, pop out 


UNREAL GRAPHICS WHEEL OF TIME makes the most of the 
UNREAL engine with excellent weather and weapon effects. 




Your knowledge at this point, in combination with the uninteresting 
story, results in an outright crawl towards the finish line. And once 
you gel there, not surprisingly, an anticlimactic end-sequence and 
Quicktime finale will leave you totally unsatisfied. On the plus side, it 
does do a nice job of tying you into WOT's multiplayer mode. 

Compounding the problems, the game's cut scenes are all handled 
outside of the game's UNREAL engine. Nothing punctures your sus- 
pension of disbelief more than finishing a level in the attractive 3D 
environment, and then having to wait while a full-screen Quicktime 
video loads up. 

Because the story is so generic, the cut scenes usually fall flat, and 
worst of all, these movies depict actions that are totally incongruous 
with Elayna’s in-game achievements. I just kicked about 4000 
demons' asses, took on the whole damn Whitecloak army single- 
handedly, and then I’m going to be surprised and captured from 
behind by some chump at one of the most critical moments of the 
game? And I can't do anything about it but keep watching the movie? 
Thai’s not right. 

The 80-20 Rule 

If The WHEEL Of time could be this exciting 80% instead of 
20% of the time, it would easily join the ranks of HALF-LIFE and 
SYSTEM SHOCK 2. Unfortunately, a consistent tendency to fall back 
on mediocre, formulaic structure and story renders the cool moments 
and interesting multiplayer-mode moot, and turns WOT into a slightly 
above-average 3D shooter. Kdl'/ 


COMPUTER GAMING WORLD • 


' . 8 a <n e s p a t . I 


om • FEBRUARY 2DOO 


m 








■Official U.S. PlayStation Magazine 




a vengeance 


Tlie Legion of tke Fallen is ravaging tKe lands/ killing everytking in 
tlieir patL Only determination/ ligkting-fast reflexes/ and an unquencliatle 
tkirst for revenge will save tke lands of Ardon. INow is tke time to 
fight with the fury of demons. Are you kero enough? 


• Unique klend of action and role-playing 

• Custom kuilt state -o f-tke-art 3D accelerated engine 
‘ Action-packed kand-to-kand comkat with a wide variety of fearsome weapons 
* Distinctive character development 

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Might and Magic 



PnmaSSBiegyGuide Available 


eSer^ 3D0, Crusaders of Might and Magio, Might and Magic, and their respective 
TOirmThe 3D0 Company in the U.S. and other countries. All other trademarks belong 
^o'and Prima Publishing are Registered Trademarks of Prima Communications, Inc. 






REVIEW SRORTS 


EA Scores Another One With This Year’s FIFA 

Goooooooooooooal! 





F IFA 2000 is just the latest in a line of exceptional soccer titles 
from EA Sports. Soccer - or football, as it is known the world 
over - has always been a difficult sport for America to fathom. 

Partly because, as in other popular sports, it is the offense that puts 
people in the seats, but the defense that wins championships, in soc- 
cer, unfortunately, that leads to low-scoring affairs. The purist can 
appreciate the superior play in a titanic 0-0 battle, but for the casual 
fan, such a score is perceived as boring. This is not a spurious issue, 
because publishers are in the business of making entertaining games, 
not necessarily rigid simulations. Fun - with a dose of authenticity - 
is the name of the game, and EA does it better than anyone. FIFA 
2000 is no exception and features a series of design decisions that 
are meant to enhance your overall gameplay experience. 

First up this ypar is the addition 
of the Major League Soccer teams 
and their commentators. The 1 2 
new teams are a 
welcome com- 
ponent to a 
product that tra- 
ditionally con- 
tains numerous club teams from around the world. 

This year is no different with an emphasis on 
Europe and teams from such nations as England, 

Italy, Norway, Israel, and Turkey. 

EA's presentation is second to none. An opening 
sequence highlighting the difference between the 
old classic teams and the modern cyber athlete is 
accompanied by a rollicking soundtrack. Player ani- 
mation is very crisp, with motion capture used to 
its full advantage. There are also some nice little 
touches, such as your player sometimes tapping 
the ball to the ref at the end of the half. Sure it's a 
canned sequence, but it's done seamlessly. 

The different game modes provide many 
options. The most detailed is season mode, in 
which you play an entire season as one team. 

Tournament mode allows you to set up various 
competitions; the league component of this mode 
is powerful enough that I used it to set up the schedule for my son's 
soccer league. 

Once into the game, player control is very responsive. A variety of 
kicks, tackles, and headers are available via button presses and com- 
binations. Your player has a yellow circle 
around their base with a red, yellow, or green 
arrow that points in a direction to indicate that 
there is a player to pass to, and your odds of 
the ball making it there. In addition, you can 
also try what is called a “through ball;” this is 
played into open space for one of your 
players to run onto the ball. It's most 
effective against a very square defense. ' 
There are three levels of difficulty that 
ramp up pretty quickly; the opposition Al 
becomes much smarter and quicker. What 
would have been much more interesting 
would be incremental difficulty settings for 




PROS 

Superti animation; 
ease of gameplay 
control; multiple 
options. 

.CONS, 

. Needs more man- 
agement options. 


each of the areas on the field; defense, 
midfield, and attack. Being able to up the 
capabilities of the defenders - without 
changing the midfield or attackers - 
would allow for a more challenging game. 

One of the few criticisms that can be leveled al FIFA 2000 is that 
the trade feature and the overall management choices should have 
more depth. While understanding that this is an action sports title 
first and foremost, the ability to run your own team as well as control- 
ling play would be most welcome. 

From great gameplay to a myriad of options, FIFA 2000 has it all. 

Al the end I am left only with a request for more - more regular 
teams, more classic teams, more management options, and the ability 
to play more than three seasons in Season mode. FIFA 
2000 comes highly recommended. Kd'// 


RECOMMENDED GEAR 



Requirements: Pentiutn IBBMHz. IE MB RAM. 50MB tianl drive span. Recommended Requirements: Penliuin-ll 200MHz. 32MB RAM. 375MB hanl drive space. 
30 Support: Direct30. Glide. Muitiplayer Support: 2-2Q players; up Id B over IPX netwoiX. 


Publisher: EA Sports < $40 • www.easpcrts.com • ESRD Rating: Everyone 


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• COMPUTER GAMING INORID 








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REVIEW SIIN/iULATIOIM 


PANZER ELITE Is a Marvel of Fine German Engineering 

Hell on Wheels 




PANZER ELITE 


A fter seeing so many dismal simulations of 
VUVUII tank combat, I was beginning to wonder 
if anyone was capabie of making a good one. 

But someone finally has: Wings Simulations, with 
the help of Psygnosis, has proven that when it 
comes to waging war, no one does it better than the 
Germans. 

To borrow a popular adage, PANZER ELITE is a 
marvel of German engineering. For starters, it's the 
first WWII ground-combat simulation to effectively 
incorporate infantry. Though the troopers are stiff 
and cartoon-like, their presence on the battlefield 
deepens the simulation and helps elevate PANZER 
ELITE to a level others have had trouble achieving. 

The developers have 
done a remarkable job 
of modeling the most 
prominent 
armored 
vehicles 
and the dif- 
ferent 
types of 

weaponry. You’ll soon discover the inher- 
ent difficulties of firing on the run, espe- 
cially over rough terrain. The developers 
went so far as to depict the ballistic 
properties of each type of shell. 

The terrain looks great, although it has 
some shortcomings. Everything is 
exquisitely detailed, from the rolling hills 
of Sicily to the lush fields of the Norman 
countryside. Unfortunately, all of the 
foliage was created using 2D sprites, 
which look flat and pixelated up close. 

Not a major problem, but one that 
could've been solved given the current 
stale of technology. 


CGW RATED 


Buggy; pooriy- 
written briefings; 
can’t switch 
between tanks; 
inadequate docu- 
mentation; script- 
ed campaign 
structure. 


Engine Trouble 

Like so many 
games these 
days, PANZER 
ELITE is some- 
what unstable, 
occasionally 
crashing while 
loading the scoutin j report screen or even a 
campaign. Fortunate' ■ version 1.07 - down- 
loadable from the dev eloper's website - 
cleans up some pro! lems, including some of 
the speech and other sound-related conflicts 
currently plaguing the system. 

Other problems can’t be addressed with a 
simple patch. For instance, the manual fails to 
explain how to target the main gun or plot 


artillery. In addition, the 
designers could have spent 
more time improving both the 
mission briefings and after- 
action report phases. As it 
stands now, some of the 
English dialogue sounds 
amateurish, which is unfortu- 
nate considering the effort 
that went into other facets of 
the game. 

What's most disappointing, 
though, is the fact that you 
can't switch vehicles in your 
platoon. If your tank is 
destroyed in combat - which 
occurs with alarming frequen- 
cy - there's no way to contin- 
ue the mission. From a game- 
play standpoint, this is an 
inexcusable faux pas, espe- 
cially when you consider that 
many of the missions can 
take an hour or more to play. 
I'm also surprised that the 
designers chose a scripted-campaign structure instead of a more 
dynamic system. Given the nature of ground warfare, and wealth of 
historical evidence to draw upon, it would've been more interesting to 
fight a series of shorter engagements where the player influenced the 
course of the campaign. 

Despite these problems, PANZER ELITE is a highly immersive 
armored warfare sim that vividly recreates some of the most brutal 
battles of the war. It's not the game it could have been, but it's still 
the most realistic and challenging WWII tank sim you can buy. K'i'.'l 


Requirements: Penlium 233MH2. 32MB RAM. 4X CD-ROM. 37AMB hanl drive space. Recommended Requir^ents; Penliuin II 266MHz. 64MB RAM. BX CD-RDM. 
745MB hanl drive space. lOfce-leedback coptroller. 3D Support: Direcl 3D Multiplayer Support: 2-playcr modem and serial conrreciion support, iip tp 16-player nel- 
worksoppon 


Publisher: Psygnosis • Developer; Wings Simulations « $40 • www.psygnasis.com • ESRB Rating: Teen, animated violence 




110 


FEBRUARY 2000 • egw.g; 


irn • COMPUTER GAMING WORLD 









e 1939 CornpOUlpRm^K'umitonand Virgin interactive 
Eiyertainment (EiHpe] Limj^. All Riglls Reserved. Virgin is a 
reglsteiwt tradainfk ot Vpgin Enlerpnses Limited. Computer 
Artworks is a'tiadmsrk of Computer Artworks Limited. Evolva is a 
trademark otVirgiifinlerBclive Enterlainment^Europe) Limited apd. 
Computer Artworks Llmitod. interplay, Iho interplay, iogo.and^lg 
Gamers, for Garpors.' anf I tadenmrksc l Interplay ProducthHEESB 
»r»Vrr,.><i7rC«SnT!oC respectlvB owncrs. 


Ollier trademarks are'properiies m 






REVIEW SlIVlUi-ATiaiM 


Latest Jane’s Sim Has Everything but a Kitchen Sink 
[Unless We Haven’t Found It Yet] 


Aim High 





rsrw, 


E ver wonder what it was like to fly the steiith fighter at night 
over Baghdad during Desert Storm? How about how tough it 
might have been to rescue a downed pilot during the Vietnam 
conflict? Imagine yourself saving the President's plane from hostile 
MiGs, just like in the movie Air Force One. While you’re at it, you 
might as well throw in a precision lead strike against an atomic reac- 
tor's control center - within the United States, ru less - using only 
your guns. If this blend of historical and hypothetical air combat is 
your idea of a good time, then let me introduce you to your new 
friend, JANE’S USAF. 

USAF is developer Pixel Multimedia's second foray into the world 
of combat flight simulation. Their debut release of last year's ISRAELI 
AIR FORCE was often criticized for 
its ugly phics engine, especially 
in regard to the terrain's awful 
“shimmering" effect. Pixel got the 
hint, because USAF proudly 
boasts one of the most stunning 
graphics engines ever seen, fn fact, 
USAF is essentially lAF Plus - and 
that's a good thing. For example, both offer a variety of planes that 
span a few decades of deployment in a specific air force. Both offer 
the same two types of campaign structures. Both have the same mul- 
tiplayer feature set. Both handle avionics in the same fashion, and 
both shamelessly endorse a style of play that practically forces the 
player to control most of the friendly aircraft at some point during a 
mission. The "Plus" comes from a year's worth of improvement by 
way of USAF taking the lAF template to greater heights. In addition to 
the improved graphics, USAF also offers a mission recorder (yeahl), a 
built-in voice command interface, and a resource-fracking component 
within the “future" campaign scenarios. Use up all of your ever-impor- 
fant AMRAAM missiles? You'll have to successfully complete a 
resupply mission if you want more. There's even a pilot career-mode 
that embarrassingly keeps track of just about everything you do within 
the sim itself. USAF allows you to upload your pilot’s stats to the 
Jane’s “Kill & Compare” webpage. You won't find my listing up there 
any lime soon, thank you very much. 

Until Kesmai’s upcoming AIR WARRIOR: VIETNAM makes its debut, 
USAF is the only 3D-acceleraled sim on the 
market that will lake you back to that storied 
conflict and let you fly either the F-1 05 "Thud” 
or the Phantom II F-4E, Those of you bummed 
out by the cancellation of JANE'S A-1 0 can 
find some solace here; you can strafe tank 
after lank in the “Warthog" over Iraq {or even 
Colorado, of all places). Although none of the 
four included campaigns are dynamic In 
nature, USAF takes full advantage of its pre- 
scripted missions, often revealing new goals, 
pitfalls, or problems mid-flight. While the cam- 
paigns themselves are a bit on the short side 
in total number of missions flown, they can be 
very puzzle-like in nature and therefore require 
a few repeated attempts. And for those of you 
so inclined, you can make your own potential 




^HDS 

Fantastic terrain; 

. many classic air- 
planes; eKcetlent 
training; solid 
multiplayer. 


CONS 

Ouerly-sensitive 
joystick Input; 
graphics scale 
poorly on lesser 
systems; some 
sound problems. 


BLACK BEAUTIES These are definitely not the guys you want 
visiting your town late at night... 



training missions are excellent and have quickly become a standard 
feature in a simulation bearing the Jane’s label, Once you have 
passed a sufficient number of these training missions, the famous 
"Red Flag” scenarios become available so that you can test what 
you've learned. 



mishaps with the included mission editors. The 


Hequiremenls: Psntiuni 200MMX with M MB RAM, or Ponliuiii 266 with 32 MB BAM; Windows 95/98; 450MB tianJ drive space; BX CB-RDM; 4MB BO-acceleralor. 
RecorainenJed Refluipements; Penlluin-ll 45BMHz 128MB RAM, 1.2CB HDD Free, 24X RD-RDM, Next-Beneralioii SD-acceletHtor capalile of 32-bil giaptiics, 

3D Support; BinictSO Multiplayer Support: Interrei LAN (one GB per player). 


Publisher: Electronic Arts • Developer: Pixel Multimedia > $40 • www.janes.Ba.CQni/usaf/ • 


112 


FEBRUARY 2000 • c g w. g a m e s p o t . co m • COMPUTER GAMING WOHID 








REVIEW 




www.wingtech.net/usaf/iRdex.htm :incd place id dc for 
all things USAF. 

www.limech.com uielHertahlisiied Jane*^ fan site. 
www.wargamer.com/ianeshangar/ Another (juo^- /ana's 
fan site;. 

www.migman.com.au/ref/simhis/USAF/USAF.htm 
Migman does a sInt justice like nohspy 


flight on one 
plane rather 
than on several, 
you might want 
to look else- 
where, Like iAF 
before it, USAF 
adopts an 
extreme hands- 
on approach 
when it comes 
to achieving 
mission suc- 
cess. In fact, 
both the mis- 
sion tips as 

well as the manual strongly encourage this. If you want to succeed, 
you’ll often find yourself shifting back and forth between cockpits to 
help your planes suppress air defenses, fly escort, or 
drop bombs. The friendly Al rarely succeeds when left to 
its own devices, practically eliminating the option to fly 
throughout any given mission in just a single aircraft, 
while the enemy Al is extremely competent when set to 
expert. Is it an intentional design decision on Pixel's part 
- to “encourage” the player to fly every aircraft and liven 
up the gameplay, or a clever means of getting around 
some deficient programming? Either way, it makes for 
some intense and exciting hands-on action, and there's 
never a dull moment. 

Most survey simulations are often synonymous with 
compromise, and USAF is no different. The time normally 
devoted to the creation of a single-plane study simulation 


PHUN WITH PHANTOMS It’s great to finally 

have a decent simulation of this venerable workhorse of the Vietnam era. 


gets spread out among several aircraft 
instead. As a result, the flight models 
aren't as exact as they could be, nor will 
you find any avionics that vary from one 
plane to the next - they all work the 
same way, regardless of the plane’s era. 
This is not to say USAF won’t be of inter- 
est to the hardcore enthusiast - far from 
it. Set the game to its most difficult and 
realistic of levels, and see if you aren’t 
challenged. Or, give yourself a break from 
FALCON 4.0 or FLANKER 2.0 and actually 
evade a missile for once. Nonetheless, 
USAF should be considered a medium-level simulation with a strong 
emphasis on helping out the novice player. Like USNF before it. 

USAF has the ability to educate and encourage a whole new genera- 
tion of flight-sim fanatics, because it captures the on e ingr edient so 
rarely found in many of today's simulations: It's fun, 2317 


COMPUTER GAMINE WORID • c g w . ga me 8 po t . ci 


• FEBRUARY 2000 


113 









jii;] 

ij!Jl!)jJJ,,;j!!ij'3Jiijj ju/ess 


Russian nationalism is back with a uenneance. IfSiiiWtS nM^I^MMiiM 
into the heart of former Souiet territories faster 
eastern europe? nothing less than the flashnoinl MlMiinlijlillffliill^ 
amassed on one side. nHTO on the other. You? Von'rCiiiHhw JoWHIIlllWl liillw 
deuastating weapon in the inuentory of war: the helt^ll^ifnsW 
power, steatth and speed blended in a high-wire balandii| act of exact proportion! 
in 21st Century War, the fate of the world can turn on one micro-engagemgobi. 
the epicenter of the action. So ftg low. Hnd strike deep. jstp 


» » 






Mobilize in two haid-hitling modes: 
Instant-Action Target-Rich onslaught 
or Active World Campaign System 
everrun with military graund units. 


Fly the AH-64D Apache, Westland Apache, 
Eurocopter Tiger and Havoc. 

> Stunning Graphics. * 

> Generate Unlimited Battles. 

> Multi-player Missions. 

> 85 Realistic Weapon Types. ^ 

>114 Different Vehicle Types. *: 

> Selectable Play Modes for the Pure 
Sim Fanatics and Action Addicts. 

> Will connect with upcoming 
“Tank Platoon!” in the multi-player 
Airland Combat System. 





ACTION 


REVIEW 


Great Graphics Plus Shallow Gameplay Doesn’t Add Up to Much 

Less Than Zero 



W ith innovative titles like HALF-LIFE, SYSTEM SHOCK 2, and 

BATTLEZONE blurring the line between action, strategy, RPG, 
and adventure, the good ol' “grip it and rip it" shooter con- 
cept seems to be running out of gas. And despite a great looking 
graphics engine and lots of stuff to blow up, SLAVE ZERO treads 
{make that stomps) over very familiar ground that will enthrall old- 
school shooter fans, but leave them wanting after they rip through the 
game’s scant 16 missions. And no multiplayer support means 
ZERO’S replay value won't hold up. 

Zero does have some innovations: Instead of weaving an 
engrossing story or character development into the action, the SLAVE 
ZERO team instead melded aspects of the ‘Mech genre with run-and- 
gun action. The result is a simplified ‘Mech-like character, a 60-foot- 

tall giant robot with 3D-shooter 

mobility, seen from first- or third- 
person chase-cam perspectives. 
zero's Ecstasy Engine impres- 
sively renders a dense, futuristic, 
high-rising Tokyo, equal parts 
Blade Runner and comic book. 

But while the look and sound are 
convincing, ZERO'S lack of a sufficiently involved storyline, challeng- 
ing opponents, or innovative level design prevent the game from 
being a top-shelf title. 


|H>ill]iJJi]i1 


Chan, Get Your Gun 

If you rooted for Godzilla as he pulverized 
Tokyo in film after cheesy film, then ZERO will 
appeal to your sensibilities. You are Chan, part 
of the rebel band known as the Guardians, and 
you’re fighting the nefarious SovKhan and his 
evil military-industrial empire. Equipped with a 
Slave unit and armed to the teeth, your mission 
is to fight the SovKhan's forces, battling your 
way into his lair where you'll have to face him 
down. The fairly clichdd storyline is executed 
decently, and in-engine cut scenes provide the 
mission briefings. Your commanding officer's 
melodramatic female voice guides you along, 
and is reminiscent of a Flash Gordon movie. 

“The fate of the free world rests in your hands 
[again]!!!" 

ZERO often feels like a 
rail shooter, because the 
missions are so linear, 
and the only way to 

defeat end bosses is to simply blow them to 
smithereens. Enemy Al is borderline nonexis- 
tent, and - if you don't enter their hot zone - 
pretty easy to pick off at a distance, since they 
don’t really respond to a far-off attack. 

Weapons come in three flavors; bullets, 
rockets, and energy. You can only carry three 
weapons at any time, and rockets are fired 
from your shoulder as a kind of secondary fire. 
Later on, you're given targeting systems that 
increase the rockets' accuracy, as well as 


CGW RATED 


Great graphics; 
everything gets 
blow’d up real 
good. 


CONS 

Gameplay grows 
repetitive and 
tedious a few mis 
sions in; brain- 
dead Al; no multi- 


beefier bullet and energy weapons. 

Most of the levels are very horizontal in 
design. And while your Slave unit can jump pret- 
ty high, you don't have Mech-like jump jets for 
any real airborne mayhem. One mission. High 
Climb, has you jumping like a frog to ascend 
into the Upper City as you make your way to the 
final showdown. There's some variety of mission 
objectives (escort, defend, etc.), but most of 
them are simply kill, kill, kill. 

There Can Be Only One 

The final battle pits you against the SovKhan himself, where you 
learn the game’s one predictable plot twist. The SovKhan is a big- 
assed end boss with a bajillion hit-points who finally gives up the 
ghost in grand fashion to end the game. With ZERO'S very impressive 
graphics engine and sound, and its interesting initial concept, it had 
the potential of being one of the Great Ones. And if you’re pining for 
an old-school blast-and-laugh shooter, then this one will certainly 
entertain. But its overly linear and tedious gameplay, lack of multiplay- 
er support, and th e miss ing X factor keep this one from being all it 
might have been. 


Requirements; Pentiuin 233MHz 32MD HAM. DiiEclX G-conipllanl 3D caul. 120MB liatil drive space. Recommended Requirements: Penlium-ll 2GGMK2. 8AMG 
DAM. 225M6 tiani drive space. 3D Support: DlrecIGD Multiplayer Support: None 


FHiblishen Infogrames * $40 * www.slave 2 ero.B 0 m > ESRB Rating: Teen, animated blood and violence. 


116 


FEBRUARV ZODO • c g w. g a m e s p a t . c o m • COMPUTER GAMING WORIO 








mmmm.} MiiKiiiiiiu ijgiMinw mi^m- 


Beating the computer is one thing 




mil mm 


So you ‘ve spanked the computer a million times. Big deal. Why not take 
on some compete-and-destroy sports addict like yourself? Introducing 
five new EA SPORTS games that let you jump on your PC and play head- 









to-head online. Slap in the game, 

EA SPORTS PC Games. The ultimate pickup court. 

get matched up with wannabes 

from all over the country and wipe your desktop with them. The gratification will be immeasurable, www.easports.com 







You^il need all three to wiii« 

The award winning Close Combat real-time wargame series returns to action! 
Close Combat, Battle of the Bulge, Germany’s last desperate attempt to stave off 
defeat in WWII, offers you the thrill and excitement of the Close Combat series with 
explosive new levels of tactical engagement and detail. 

It's the winter of 1944 and WWII is in full swing. The Allied troops are exhausted and the German 
troops are ready to strike. The fate of the world rests in your hands as you command German or 
American troops in an intense battle filled with sneak attacks, stalwart defenders, spies and saboteurs. 
With courage, strategy, and nerves of steel, you'll be the one to decide the outcome of WWII! 


New Campaign system allows movement of multiple 
battle groups on a strategic map of the Ardennes. 

Units may enter from different points on a battlemap basedi 
on their strategic movement. 

Through advanced Al, stress, fatigue and morale have 
a direct impact on your troops ^nti: they react accordingly. 

Campaigns give continuity from battle to^lttle; player's 
tactical successes and failures have a direct impact 
on the battle's outcome. 

Accurately depicts WWII platoon war using combined arms. 

Internet players can use online matching services 
to find opponents. ‘Internet access required. 

Command German or American troops. 

2 players fight head-to-head in single battles, 
operations and campaigns. 


• Strategic game battlemaker allows you to create your 
own Bulge campaigns. 

' Allocate artillery and air assets (weather permitting) 
in the Campaign and then call in support during 
each battle based on those strategic choices. 


■ ©1999 TLC Multimedia Inc, and its affiliates and it's licensors. Ail rights R«erved.TheSSI,(ogo is a registered trademark of TLC Multimedia 
Inc. ei993-1999Atomic Games, Inc. All Rights Reserved. MPiaycr is a registered Trademark and the Mplayer.com logo is a trademark of . ^ 
Mpath interactive. ©1997-1999, Mpath Interartive, Inc. Windows is a registered trademark or trademark of Microsoft Corporation in the [ 
U.S. and/or other countries. Ail other trademarks and registered trademarks are the property of their resp^ve holders. •'.•.t,- 




STRENGTH 




REVIEW STRATEGY 


AGE OF WONDERS Is Almost Fantasy Strategy Gaming at Its Finest 

When Elves Anack! 



BE AFRAID, BE VERY AFRAID Invoking the Terror 
spell in combat reduces enemy units' morale. ..you can sorta see why. 


to the ground. Comparisons to other games are a 
lazy reviewer's best crutch, but it's pretty clear 
here that the developers are paying homage to 
three great games even as they pillage them for 
ideas: the WARLORDS and HEROES OF MIGHT & 
MAGIC series, and Microprose’s cult classic 
MASTER OF MAGIC. Hardly an element or idea 
here hasn't been swiped from one of these 
games. But while Triumph Studios isn’t the first to 
patch together a game like this, the second pleas- 
ant surprise in AOW is that they have generally 
succeeded. 

The whole in this case really is greater than the 
sum of its parts. While AOW resembles the 
HEROES series in its colorful background, array of 
special map structures, and gorgeous fairytale 
graphics, its guts are most heavily influenced by 
WARLORDS 3. As in that title, AOW scenarios 
are large, hex-based maps 


All Together Now 

As for the game 
itself, it’s turn-based 
strategy on the grand 
scale, with lots of vast 
armies, besieged cas- 
tles, and cities razed 


B oy, do I hate elves. High elves, wood elves, gray elves, half 
elves, dark elves, Keebler elves, whatever - to me they all rep- 
resent the most cloying, puerile elements of the refried Tolkien 
hash we call “High Fantasy.” So imagine my horror when I learned 
that the campaign mode in AGE OF WONDERS (AOW) allows you to 
play as either the good elves, or - wait for it - the bad elves. Argh! 

So my first pleasant surprise came when I read the backstory 
explaining why the Keepers (good elves) are fighting the Cult of 
Storms (bad elves) for control of the Valley of Wonders. I'm usually 
ready to blow off the "story" for most games, but AOW’s is actually 
pretty good, sketching a detailed world with a long and believable 
history. Even the villains have logical motivations instead of the usual 
megalomaniacal schemes. 


dotted with cities 
that serve as recruit- 
ing centers for your 
troops. You can't 
create new cities; 
you can only seize 
and upgrade various 
neutral towns and - 
as in WARLORDS - 
each hex can stack a 
strict maximum of 
eight units, eliminat- 
ing the "Mega 
Stack” and making 
army composition a 
delicate balancing 
task. 


CGW RATED 


PROS 

Beautiful graph 
ics; detailed tact! 
cal combat; awe 
some spells; 
heaps of cool 
, units; deep and 
satisfying game 
play. 

CONS 

1 Bugs, bugs, bugs; 

: a couple aggravat 
ing Interface 


I NEED A HERO Heroes are your most 
important onits, and can have their various skills 
and abilities customized to suit even the most 
finicky buyer. 

vy- 

I F <5 # 3 It ' ^ ! 

I X '€.• 35/56 4/10 i ..r/a j 

d s'V' ♦ 20/20 j ‘1^ i 

MhraV' Hi#> F V 


When conflict 

rears its ugly but inevitable head, you can resolve it with a quick and 
abstract replay of the battle (dull, but good for obvious blowouts), or 
opt for the more detailed tactical combat. In an "homage” to MASTER 
OF MAGIC, the turn-based tactical combat occurs on a rather targe 
isometric playing field that accurately represents the city or terrain in 
contention. One clever twist is the way you can get around the eight- 
unit limit on stacks; All units surrounding attacked hexes are automati- 
cally drawn into the combat, so you can end up with over 50 units in 
a battle. 

Over 100 different units are all lovingly detailed with heaps of spe- 
cial abilities, ranging from the nymphs’ power to seduce male 
humanoids to a basilisk's death gaze; from the poisoned darts of 
assassins to the boulder-hurling of giants. In city sieges, the use of 
heavy weapons like battering rams and catapults is mandatory unless 
you have creatures that can fly over, pass through, climb, or crush the 
defending walls. 


Requirements; Pentium IGGMHz. 32MB RAM. 350MB liani drive space. Recommendeil Requirements; Penlium ll■26GMH;. 3D Support; Nope 
Multiplayer Support: IGP/IP. IPX. Iiptseal email (2-12 players). Poe CB per player. 


Publisher: Gathering of Developers • Developer; Triumph Studios ' $50 • www.ageofwonder8.com 
ESRD Rating: Everyone; animated blood, mild animated violence. 


122 


FEBRUARY 2D0D 


BW.g; 


:po!.i 


• COMPUTER GAMING WORLD 







REVIEW 


A BAD STRETCH OF ROAD Several units, like the 
Undead Reaper, change the terrain as they move. In this case, the 
Reaper's passage transiorms lertile fields inb the wastelands more hos- 
pitable to the unliving. 

? .'•'K ^ , I 


' THtNK GLOBALLY, ACT EVILLY Global spells fa 

. v' Flood. Raise Terrain, Poison Wood, and this Deathstorm let you alter the 

gameworld and screw your enemies over - without the nuisance of combat 


■iJr'- 1' ■ 


The most powerful units of all are 
heroes. As in HEROES, these are 
clearly the focus of the game and the 
core of any army. Heroes are built on 
a point system and can be assigned 
abilities with every level, from the 
power to steal life points, to raising 
the morale of accompanying troops, 
to stealthy movement. 

But spellcasting is their real forte. 

Only heroes may cast spells, making 
the safety of your chief caster a seri- 
ous concern. At the same time, you 
need to keep him near the front lines 
to gain experience and to work his 
magic effectively. 

And what spells! AOW's magical effects are the grandest I've ever 
seen in a turn-based strategy game, including huge elemental storms 
that can scorch fields to a crisp, magic to raise and flatten mountains, 
and the terrifying flood that makes every river on the map overflow its 
banks. An assortment of more utilitarian spells for unit healing and 
buffing - as well as your basic combat zappers - are also available, 
but it's the big global enchantments and summonings that are the 
showstoppers. 


i, ' 


Strange Bedfellows 

The robust diplomatic model requires a master diplomat to inte- 
grate more than a handful of races into a coherent nation. Elves and 
Ores don't get along too well in garrisons, for example, and even in a 
more balanced empire you may find your troops rebelling if you com- 
mit violence against their race - burning enemy-controlled Halfling 
shires will displease your own Halfling troopers. You can change the 
population of towns to better suit your purposes, but even this must 
be carefully considered - expel Goblins from a captured city to make 
room for Lizardmen, and the Goblins become more hostile even as 
the Lizzies are appreciative. 

There are about 30 scenarios included, each playable from the van- 
tage point of multiple races and difficulty levels, along with the 
dynamic campaign, which branches at various points as you decide 
just how evil or good you want to be. There are multiple possible end- 
ings for the campaign, including a fairly bleak pyrrhic victory for those 
fighting on the side of the 
Undead hordes. It's enough to 
keep one busy for a while, and a 
very polished and powerful map 
editor is also included, so you 
can expect user maps to start 
showing up shortly. 

The downside? There are one 
or two interface tweaks from 
WARLORDS they forgot to copy, 
such as a way of automatically 
routing units in a build queue to 
your front-line cities. But more 
grievously, the initial release of 
AGE OF WONDERS is rife with 
bugs, ranging from the minor 
(occasional graphics glitches) to 
the major (frequent slowdowns 
due to sound problems) to the 
heart-slopping (frequent crashes 
and lockups). The developers - 
to their credit - appear to be 
working feverishly on fixing 
these problems, so there's a 
very good chance that by the 
time you read this the most 

egregious errors will be fixed. 

Now, I hate bugs almost as much as elves - but AGE OF 
WONDERS has made me live with them both. This is one of those 
games I wish I could wail a month or so to finish rating, since my 
hunch is that, once patched, this could be a five-star title. Even as it 
currently stands, it's way, way above average, and anyone with even 
the slightest interest in turn-based strategy games owes it to them- 
selves to check it out. K'i'.'i 


.■’vAf'?' ' '? 


Skis ' 



COMPUTER GAUINC WORLD 


gw.gamesp 


FEBRUARY ZODQ 


123 






STRATEGY 


REVIEW 


PHARAOH Builds A Monument Atop CAESAR’s Success 

Jewel of the Nile 




PIT CREW Limestone quarries, like tlie one in the lower right of 
this shot, are crucial to building both trade routes and monuments. 


LEAVING YOUR MARK Nothing beats 
erecting enormous, resource-gobbling, labor-intensive 
monuments to the glory of all that is you. And isn't 
that what being the Pharaoh is all about? 


IT’S THE ECONOMY, STUPID 

Gash flow is everything in PHARAOH. The game pun- 
ishes fiscal mismanagement harshly, so you'll need to 
juggle taxes, heavy trade, and more to thrive. 


CQW RATED 


IN system; menu 


Somewhat 


tiue; takes i 


few cities t 


to the hear 


Putaltsher: Sierra • Developer; Impressions • $S0 • www.sierra.com • ESRB Rating: Everyone 


rich outpost at one turn, then building a 
bustling trade center at the next. Also, you 
may find yourself dragged into a civil war, 
particularly if you don't keep up your rela- 
tions with your fellow Egyptian cities and 
the imperial ruler. 

The pyramids represent both a strength 
and a weakness in PHARAOH. On one 
hand, these enormous monuments sap your manpower, tax your 
economy, mess up your trading system (as not all materials will be 
readily available, and you're going to need a lot of everything to get 
even one pyramid built), and generally skew the way your city must 
be built- All of this provides for additional challenges, with a concrete 
sense of accomplishment when you finally get the damn thing built. 

On the other hand, most of the scenarios where monument build- 
ing is a key to victory follow the same path. First, you must get your 
city functioning effectively. This means providing food for everyone 
and generating a positive cash flow through trade and industry. Then 
you're ready to start building your monuments. Even with a healthy 
population and a lot of cash on hand, pyramid building can take a 
long, long lime. But if you’ve built your city properly, you won't face 
many other challenges while you wait for your stonemasons and oth- 
ers to finish their masterwork. Monument construction tends to draw 
out the game for quite a while after you've addressed the primary 
challenges of a scenario. 

While PHARAOH also contains some of the more irritating ele- 
ments of the Caesar hi system - such as randomly-wandering ser- 
vice providers, irrational traders, and a relatively constant need to 
micro-manage warehouses - these tend to come off more as chal- 
lenges to be overcome than flaws in the game itself. The Egyptian 
setting provides enough variety to make PHARAOH new and interest- 
ing, while the strong core game of CAESAR III remains intact. W,'/ 


I n need of an ego lioost? There’s really nothing like having a mas- 
sive stone monument that’ll last three or four thousand years 
built in your honor. Most of us - not having access to unlimited 
funds or an army of slaves - won't be able to accomplish this in real 
life, and will have to settle for the somewhat more limited gratification 
that comes from playing PHARAOH. 

Fortunately, while the game probably won’t immortalize your name 
forever or get your sarcophagus into the Smithsonian, it will provide 
you with many hours of electronic monument building and the narcis- 
sistic thrill that comes with it. Based on the successful CAESAR III 
system, PHARAOH puts you in charge of constructing and managing 
a series of cities in Ancient Egypt. As with CAESAR, you must attract 
citizens by supplying food, religious services, 
a healthy 
economy, 
and 

defense 
from a vari- 
ety of mili- 
tary 
threats. 

You must also, as you'd expect, built the mas- 
sive monuments for which the Egyptian civi- 
lization is best known, 

Gameplay in PHARAOH is very similar to 
CAESAR III, charging you with plopping down 
stonemasons, bazaars, temples, dentists, and 
housing along with dozens of other buildings 
as you build and nurture the micro-civilization 
that is each city. The unique challenges of 
creating a thriving city along the Nile River - 
with its periodic floods and unique farming 
methods - add new and interesting elements 
not present in CAESAR III. The construction of pyramids and other 
monuments like the Sphinx - necessary for successful death and 
burial - is the focus of most of the cities you'll build, especially after 
moving through the first few introductory scenarios. 

PHARAOH follows your career through a number of different city 
types, presenting you with a variety of strategic challenges. You may 
find yourself defending an isolated but mineral 


PHARAOH 

I reviewed by Tim Carter 


124 


FEBRUARY 20DQ 


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Technology is a playground. 


Reviews | Shopping | Business Help News | Investing I Games Tech Life I Downloads I Developer 


We've come a long way since Pong created the digital playground, haven't we? On ZDNet, you'll find the 
biggest playground on the Web: GameSpot. It’s got everything your gaming heart desires: PlayStation. N64, 

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REVIEW SilVIUL.ATiaiMS 


HEAD to HEAD REVIEW 


The Great Waldo Pepper and The FAA Duel for Hangar Space on Your Hard Drive 

Civil Aviation Shootout 


O wning your market segnent for 17 straight years has b be 
an ego-booster. It proves you know your customers and 
understand the need to continually update your product, 
Microsoft's FLIGHT SIMULATOR 2000 is the latest refresh of their 
-franchise' game, and the goal is to stay king of the hill. FLIGHT 
UNLIMfTED III from Looking Glass Studios is the premier competi- 
tor. and - 


FLIGHT UNLIMITED III 
FLIGHT SIMULATOR 2 


D 


reviewed by John Nolan 



money or 
drive 

space for both, so it's time to wring these babies out and see 
which one deserves your hangar, 

Flight Model Marketing Magic 

It's a rare flight simulation that doesn’t claim realistic flight models, 
and these two make the standard boasts. Both programs provide 
similar basic plane sets with single-engine aircraft, a WWI fighter, a 
glider, and a bizjet, FU3 then diversifies its stable with seaplanes, 
light piston twins, and the P-51, FS2K opts for more exotic types 



turns, and acceleration/deceleration rates are easy to model, and 
both of these sims are sufficiently accurate in these realms. The 
tough part is getting the variables right; torque, drag, spins, and con- 
figuration changes provide the real clues on flight-model detailing. In 
their -full realism' settings, neither game is particularly outstanding in 
these areas, but FS2K has a clear edge. Comparing FS2K’s 737-400 
flight characteristics to actual experience in the 737-800 left me 



128 


FESftUARy 2 0 0 0 • c g w. g a me s p o t . t o tn • COMPUTER 6AMIN6 WORLD 











V REVIEW 




Learning 

to Fly 

T oday’s crop of civilian flight 
sims are getting so good that 
they can be used as a serious 
tool for pilot training. FLIGHT 
UNLIMITED III is a stellar example, as 
it incorporates realistic IFR flight 
planning and communications 
sequences from Ground Control 
through Approach Control, allowing 
the student pilot to request and copy 
clearances and Automated Terminal 
Information Services (ATIS weather). 
The student pilot is able to put com- 
munication strings together to 
request and respond to controller 
instructions. If things are not done in 
the proper order, the student is 
prompted for the required informa- 
tion. This tool trains pilots to create 
usable flight plans, copy clearances, 
and to communicate accurately and 
concisely. No other training tool for 
pilots (not even the FAA-approved 
simulators) is able to offer such a 
realistic and forgiving environment for 
this type of student practice. Student 
pilots who come to flight instruction 
with experience in these advanced 
flight simulators will have a big-pic- 
ture understanding of the ATC system 
and IFR navigation that otherwise 
takes months - if not years - of train- 
ing to build. Although it should be 
obvious that you can’t get your pilot's 
license without proper real-world 
training, civilian sims can be used as 
a complement, and save you time and 
money if you want to make the jump 
from the desktop to the skies. 


flight models - FS2K does have a better 
flight 'feel' than its competitor. 


Fingerpaint or Photo Realism? 

One of the primary ways these games 
have carved out niches for themselves is in 
how they deal with terrain. FS2K attempts 
to model the whole world (over 20,000 air- 
ports,'. It even includes the little grass strip 
where I keep my PT-19, with the hangars in 
the correct locations. While the attempt to 
cover the globe is a resounding success, 
something has to give, and detailed terrain 
is the sacrificial lamb. Despite the sk major 
cities that are called ’high resolution," most 
of the terrain in FS2K is a repetitive, mud- 
dled blend of seasonal colors. And the clos- 
er you get. the worse it looks. Even the 
'high res' cities aren't eye-watering. FU3 
took a completely different approach; it 
absolutely cannot match the geographical 
diversity of the other game, but what it 
does, it does very well. It primarily models 
Washington state in excruciating detail, 
accurate to four meters per pixel. An ‘outer 
terrain' region of eight western states in 
lower resolution fills out the flight map 
(it's worth noting that you can also toad 
in the California terrain from FU2). The 
end result is that the scenery in this 
game - including the spectacular weath- 
er effects - just blows Microsoft away. It 
becomes a 'quantity or quality' decision. 

For those who like to watch their 
flights from the outside, both simulations 
do a really nice )ob on aircraft exteriors. 

The camera control in FS2K is so cum- 
bersome. however, that you might not 
want to bother. Conversely, FU3 still has 
one of the best cameras in the biz, which 
makes flying from outside the cockpit a 
real joy. 


The bottom line is that FU3 s graphics 
will delight those who fly these sims in a 
VFR way, checking out the scenery and 
special effects, FS2K will satisfy the instru- 
ment pilots who spend most of their time 
'heads down,' practicing IFR flying. 


Tlie Learning Curve 

These sims aren't FAA-authonzed flight 
instructional programs, but both feature 'fly- 
ing lessons," FS2K provides the more 
detailed and effective approach. Rod 
Machado, resident Flight Instructor for the 
Aircraft Owners & Pilot's Association mag- 
azine. guides you through the 15 'Learning 
To Fly Tutorials’ (and offers to sell you his 
book). Afterwards, you're ready to try the 
lessons and check-rides. In the Lessons, 
the instructor demos the learning objectives 
and then allows you to try the maneuver. 
Instructor feedback could be more exten- 
sive. but what's there does help. The check- 
rides allow you to earn flight ratings loosely 
based on real-life counterparts, such as 
Private or Commercial Pilot certificates. To 
earn each rating, you take four lessons and 
a check. Here, the examiner simply requests 
a series of maneuvers. There is no feedback 
and you can't progress until you satisfy the 
silent examiner. It can be very frustrating, to 
say the least. 

FU3 has 26 flight training sorties in basic 
and advanced flying, weather techniques, 
and familiarization rides in four airplanes. 
This training is in a very different style and 
not nearly as effective. A lesson consists of 
reading through instructional screens and 
then riding along as an observer; the 
instructor demos the maneuvers while ver- 
bally instructing. The information is good, 
but then you're flying solo. When you prac- 
tice the ride, there's a total absence of 
feedback or debriefing. FU3 has an excel- 
lent air traffic control feature that the 
Microsoft marketing moguls overlooked. 

Out there in the real world, you have to 


Caroline Bryan is a CFI [Certifieil 
Flight Instrvctor) who teaches 
out of Concord FBght 
International in Califorma. 


COMPUTER GAMINS WORIO • cgw.g, 


• FEBRUARY 2000 


129 





VOUR MISSION: 

Destroy the Russian war machine 


YOUR ( 

Use whatever 


YOUR CODENAME 

Eagle 


means necessary 


Intercept enemy destroy 


Zoom in for the kill 


Intense tank battles 


Available February 2000. Check It out at your local retailer, www.talonsoft.com or call 
1-800-221-6504. ©Copyright 1999 PAN Interactive Publishing AB. Published byTalonSoft Inc. 
TalonSoft is a subsidiary of Take-Two Interactive Software Inc. All Rights Reserved. 

Windows' 95 and Windows^ 98 are registered trademarks of Microsoft* Inc. 


inftnice loop 




FLIGHT UNLIMITED III vs FLIGHT SIMULATOR SGOO 






RECOMMENDED 


ment panel editor and additional AVIs - just 
save your bucks. There really isn't an 
excuse for releasing both these versions. At 
best, the 'professional' version is the same 
game with a patch; at worst, it's just a fee- 
ble ploy to get an extra 1 5 bucks. 

On the other hand, if you're looking for 
the VFR )oy of flying. FLIGHT UNLIMITED 3 
IS the handsdown winner. The Seattle-area 
terrain and weather graphics are cutting 
edge, and the rest of the graphics are 
above standard. The interface is smooth 
and easy, the flight models are decent, and 
the ATC environment sets the current stan- 
dard for excellence. It has weak areas, too 
- primarily in flight instruction, limited cock- 
pit views, simplified instrument panels, and 
limited geography, 

FLIGHT SIMULATOR 2000 is hogging my 
hard drive. At this stage of my aviation 
career, I like being able to practice my 
annual checkride in the airplane I fly, at the 
places I fly. FLIGHT UNLIMITED 3 is going 
on the shelf for now. It doesn't take that 
long to u ninsta ll one, and reinstall the other 
anyway! 

John Nolan is hooked on PC Flight 
Simulations, owns a PT-19. and Hies 
the 737-600 loi a major airline. His 
wile's favorite song is "Mommas, don't 
let your babies grow up to 
be pilots." 


both make radio calls and listen up to main- 
tain situational awareness. FU3 has the 
best ATC features of any sim to date, and it 
adds a lot to the experience. Make a mis- 
take, and the controllers will broadcast your 
flaws to one and all; running off the taxiway 
brings a reminder that 'you're not in an all- 
terrain vehicle.' FU3's ATC is accurate, 
timely, and funny. 


What's up, Docs? 

These programs are the Donald Trumps 
of disk-space real estate; a 'Typical' install 
on FLIGHT SIMULATOR 2000 uses 670MB, 
of space, while the 'Full' install scarfs up 
1.1 Gigs, FLIGHT UNLIMITED III is guilty of 
greater gluttony, devouring 670 MB m 
'Typical' and gorging on 2,1 Gigs in the 
'Full' mode' The irritating part of this con- 
quest of the drive is the space used to pro- 
vide documentation. In the good old days, 
flight sims came with thick 'how to' manu- 
als. Game features and options, aircraft 
checklists, and good real-world aviation 
techniques were included. FS2K’s method 
provides a 'bare bones' printed manual and 
puts a ton of stuff on the CD. The CD isn't 
an improvement; they didn't include a key- 
chart. 'Popping up" the needed information 
wipes out a chunk of the screen, and you 
can't take it with you anywhere. 

FU3 has an even smaller manual, which 
IS in keeping with its 'don't worry, be 
happy' outlook. Although small, the booklet 
includes an abbreviated checklist and cock- 


pit familiarization for four of the ten aircraft. 
It also does a good job of explaining the 
game interface. Thankfully, Looking Glass 
provides a complete keyboard command 
reference card - a real plus when program- 
ming a stick and throttle. FU3 does more 
with less, but there's room to improve. 
There's no happy medium here - FS2K 
puts too much information on the CD and 
not enough in the manual, while FU3 could 
use more in both places. 


Face-off 

Lastly, the human/machine interface 
defines the difference m these two 
games. FU3 is designed to be easy to 
use. and sacrifices some detail to 
accomplish that goal, Selecting an airport 
and an aircraft, laying out a flight plan, 
and creating some weather requires a 
minimal number of mouse clicks and 
takes about half as long as the preflight 
in FS2K. FU3 is experience-oriented: it's 
user-friendly, graphically glamorous, and 
lots of fun. It does simplify flying to a 
degree, almost like VFR barnstorming. 

Call if 'the Great Waldo Pepper' of sims. 

FS2K doesn't have a simple, intuitive 
interface; it's more like a cumbersome 
challenge. The reward for persistence is 
depth. This sim allows you to tailor a 
large number of variables to your own 
specifications. FS2K is detail-obsessed, 
and the result is an unwieldy yet capable 
flight simulation. It covers a very wide spec- 
trum of the civil aviation experi- 
ence. Call it the "FAA of flight 
sims;' it's only here to help, but it 
can be a real pain. 


You Make the Call 

So which one of these space 
hogs should get the coveted spot 
on your hard drive"? That depends 
on what attracts you to civil avia- 
tion sims. Looking to improve your 
VFR and IFR flying skills as either 
a PC or a real-life pilot? FLIGHT 
Simulator 2000 has to be your 
choice. The world-wide scope, 
higher cockpit detail, slightly more 
accurate flight modeling, better 
checklists, and superior instruction 
make it an easy decision. The 
downside is a clumsy interface, an 
absolutely minimal ATC environ- 
ment, and average 3D-terrain 
graphics. As this goes to press, 
FLIGHT SIMULATOR 2000 
PROFESSIONAL EDITION has 
arrived. Unless you're desperate 
for two more prop planes, six more 
'hi-res' cities, a flight model/instru- 


COMPUTER 6 AMIN 6 WORIO • egw.g. 


• FEBRUARY 2000 









T 


YovflRf eyiLDER^ 

'Vt’w 'rc HOC Just tHc of Xrdania, jou 'iv a medieval' Jsi?nc( ‘^anvi. ^vead ^eurjiawcrfar 

and ^vidc witfi ‘Wan-wr QuiCds, Tf-adinq Pasts, IcmpCes, Qnme 3^vcls and 'Bl'vcn '^un^alaws. 

YOV ARf DESTRQYEP^ 

oCij/ sieje, my fieyc: rlic unliaft/ secncii from evil's spawning qraunds in 

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YOU ARE 

^ar every HaCy day, tliere is a &(arpy. J^ar every peasant, a Iraff. SFcr evay ^liqfit, a Orayan. 
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off tile llardes mansto's staf^iny yaw llinqdam - Ppel^ Qafems, Oraqans, iDaaiiamvaad, all my! 



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PEACE 


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YOU ARE UllGHt 

is an Iran _fist in a velvet yl'ave. 'Battle aqainst, ar eaaperare witli, up ta t/lree at/ier 
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Yo»ARf-fHE LAW 

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reward JGays with yal'd Gaunties ta jiradyaw lleraes inta disliiny aut same Heavy metal' venycanee. 




THE MAJESTY DEMO RULES! 
.. AND SO CAN YOU!! 




I 




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REVIEW 


SRORTS 


EA Sports Continues Its B-Bail Domination 

Air Apparent 




gener- 
ation of NBA players is better. The Big 'O’ 
versus Grant Hill. Wilt versus Shaq. While 
the old-timers don't have unique moves, the 
nostalgia value alone will keep you playing. 

Another new feature is the one-on-one 
mode, something we haven’t seen from EA 
in over 10 years. You can play one-on-one 
against any NBA star, past or present. Work 
on your game against the greats, and if you 
really got game, challenge Michael Jordan 
at the highest difficulty level. Hope you like 
humble pie! With a franchise mode that 
includes negotiations and free agent con- 
tracts, along with a practice mode on the 
black lop (available day or night), NBA LIVE 
2000 offers an impressive array of options. 

Throw in the multiplayer mode, allowing you 
to play hotseat or over the Internet, and you 
have one solid basketball simulation. 

Along with the features comes the fast-paced, intense basketball 
we have come to expect from this franchise. Given this emphasis on 
action, play sets aren't as important as they 
are in. say, Microsoft's INSIDE DRIVE. 

However, you can definitely see shooters com- 
ing off screens for the jumpshot, and big men 
fighting for post position before they drop-step 
dunk on you. Passing the ball is a snap, which 
allows you to whip the ball around the perime- 
ter for the easy score. Shooting does require a 
little practice; after building many a house with 
wayward bricks, I finally learned that practice 
does make perfect. A variety of dribble moves, 
including a killer crossover and behind the 
back dribble, add spice to your drives. 

The most frustrating part of the game is 
rebounding. Time and time again the comput- 
er would beat me to the ball, no matter how 


CGW RATED 

'PBDS 

Michael Jordin; 
airtime aK-star 
teams; one-on-one 
mode; last-paced 
gameplay. 


CONS 

Cheesy crowd 
graphics; no play- 
book; difficult 


good my position or how high I jumped. 
Watching the computer grab four straight 
offensive rebounds is no fun. But this tougher 
Al makes the game more enjoyable. The com- 
puter will block shots, double-team your high scorer, press at any 
time, and even foul when behind, all of which add up to closer, more 
intense games. 


Final Buzzer 

The NBA is driven by its stars, and so is this game. The top players 
dominate, from Shaq's bull-rushes to the basket to Reggie Miller's 
rainbow jumper. The tight graphics are capable of rendering notice- 
able differences in player faces and physiques, and even details like 
Kobe Bryant's elbow pad and Patrick Ewing's trademark kneepads. 
And Dr, J's afro will strike awe in the hearts of all who behold it. 

The only element truly lacking is the crowd, which is rendered in 2- 
D and looks like paper cutouts lying down. But this is such a minor 
flaw when put up against the complete package. The customizable 
regular season and playoff options, stunning graphics, great game- 
play, and, of course, the roster of classic players give N BA LIVE 2000 
what it needs to totally dominate its competition and continue EA 
Sports' championship b-ball dynasty. Long may it reign. 


Y ou're down two with eight seconds left. Having just called 
timeout, you review your options. Should you hit Wilt down 
low. or Jerry West coming off the screen? Wait a minute. Wilt? 
Jerry West? Are you dreaming'’ Nope, EA Sport's latest installment in 
Its basketball series has all the old timers, and tons of new features 
and options, along with sizzling graphics and in-your-face gameplay. 


Simply the Best 

The essence of NBA LIVE 2000 is in its players. And it has a 
bunch, Not only does it boast all of the current NBA players, this 
year’s batch of rookies included, but it also has a slew of all-time 
great teams. Borrowing a page from its cousin, the Madden football 

franchise, all-star teams from the 

50's through the 90's are here, 
including the greatest all-star of 
all time - Michael Jordan, You 
can now settle those debates 
you've had with your dad about 
whose 


NBA LIVE 


reviewed by trie Jones 


Requirefnenta; ftfiDum 166MHz 90MB hafd diln space. Qiacl X 6.1. Reconuaended Requirernents; PenOum SODMHz g taslei. 1B5MB haid dim space, 
30 Support Glide and DiecOa Muib'piayer Support 2 playeis hoiseai 2-8 playtis owi IPX and Inisinet. 1 CD pei playei. 


Pitiisher: Electronic Arts • Developer: EA Sports • $40 • www.easports.com • ESRB HaOng: Everyone 



134 


rCBRUARr 301 




pat. com • COMPUTEfl 6AMIN6 WORLQ 




9 





"One of the most impressive driving sims 
I’ve loaded on my computer.” 
-IRL Insider Magazine 


Th( world's never seen a dirt track racing game - until now. 

The physics are real and the competition is fierce. With 30 tracks and 18 cars, your racing career depends on 
accumulated prize money, car upgrades and aggressive driving. Get your car in gear or get off the track. 


www.wizardworks.com 


RAjBaG ISIS! 


BOM 


. Published aiKtiSsWHAea by WizariMofks, a QTIrilerac&v« Software CompanyJM^ Ihe IMCA logo are mleredtmdemari^dlhe Interzonal UolorCorleslAssxi’alion. All hghlsreseived. A! other liademsrks are tie pn^ierty of their respectoow^ 
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REVIEW ACTION 


|[\rTERSTATE ‘82 Is a Dull, Soulless Retread 


Through Being Cool 




INTERSTATE 'B2 

['i- reviev/ed by Jeff Green 


CGW RATED 

‘pftas 

^ Great stoniiine; 

I hilarious cut* 

; scenes; good act- 

1 ing- 


CONS 

Bland graphics; 
tedious missions; 
rote, generic 


W e have before us a car wreck. It Is not a pretty sight. The 
name of this wreck is INTERSTATE ‘62. I'm not exactly sure 
what happened here, but, judging from the scattered debris, 
it appears that Activision - in a flabbergasting display of bad deci- 
sion-making and timidity - has taken one of the best games of the 
decade, INTERSTATE '76, stripped it of everything cool and unique, 
and left this, ..thing. ..behind as a sequel. Let's examine the wreckage. 


Gut Feeling 

r76 was set in an alternate-universe 1970's-era America, a Mad 
Max-\an place where “auto-vigilantes" roamed the streets in heavily- 
weaponed vehicles. The concept was pulled off brilliantly, with a 
clever 1 970’s-TV look, awesome funk 


soundtrack, and - most importantly - 
deep and unique gameplay that 
crossbred auto sims and shooters. 

r82 reintroduces the main charac- 
ters - with new 80's-era clothing and 
hairdos - and tells a new story: 

Groove Champion is missing, and his 
sister has hired you - Taurus - to 
find him. As in the first game, the 
story is told with wit and cinematic flair, evolving into a hilarious riff on 
the “Contragate" scandal. It'd make a great movie. 

Unfortunately, there is a game to be played too, and here, it's just 
one bummer after another. r76’s gameplay has been completely gut- 
ted. What used to involve an engrossing mix of semi-realistic driving 
skills and combat strategy has been reduced to a one-dimensional, 
cut-rate, first-person shooter, in cars, Damage modeling is gone, 
replaced by a generic “health bar." Both you and your enemies can 
shoot and be hit 
anywhere, with no 
local consequence, 


Tires stay intact, lights don’t blow out, and nei- 
ther your speed nor control seem to alter no 
matter how much damage you’ve suffered. 
Terrain doesn’t seem to exist. You'll drive at the 
same speed, with the same feel, whether you’re 
on a paved road, dirt, or.. .in a river. Crashes 
bear no resemblance to reality - and the impact 
is the same whether you crash into a building, 
cliff, or circus tent. 

Car salvaging has been revamped for the 
worse. In r76, there was a tactical advantage in 
fighting conservatively, because you could sal- 
vage your enemies' vehicles for spare parts. 
Here, in some bass-ackwards leap of logic, you receive cash only 
after you destroy your enemies’ cars. Where this money comes from, 
and how you are supposed to have applied your upgrades between 
missions, goes conveniently unexplained. 


Shrivel Up 

Add to all this the inexplicable removal of a dashboard view, and 
you get the feeling that Activision was determined to make sure you 
did not feel like you were in a car af all. What they wanted, it seems, 
was a mainstream shooter, without all that complicated “car stuff.” 

The problem is, there are lots of great shooters out right now, so if 
you’re going to compete, you better offer something vital and original. 
But INTERSTATE ‘82 doesn't even come close. 

The missions are tedious, repetitive, and unimaginative. There isn’t 
one level that's better than any in r76. It's basically just run-and-gun, 
over and over. The environments are unimaginative and generic, and 
the graphics in certain areas - like Las Vegas - are almost embar- 
rassing in their lack of complexity and detail. The weapons are uni- 
formly uninteresting, with utterly feeble visual effects, The perfunctory 
nature of all the gameplay, really, is just hard to believe. 

it's a real shame. Activision, seeking a larger audience, has taken a 
great franchise and gutted it of all the originality that made it a hit in 
the first place. They may not have intended it this way, but what 
they've done is made a perfect tribute to the 1 980’s: a mechanical, 
soulless, product, with more of an eye on making a buck than on hav- 
ing a good time. Someone call a tow truck. 23U 


Requirements; PenL'uni 200MHz. 32MB RAM. AODMB hard drive space. 3B accelerator required. Recomniand^d Bequirerneitis: Peritiuin-ll 3D0 MHz, BAMBRAM, 
7D0MB lianl drive space. 3D Support: Direct3D Multiplayer Support: Irlsniel LAN. 


Publisher: Activision • $S0 • www.actrvision.com • ESRB Rating; Teen, animated blood and violence. 



FEBRUARY 2000 • 


im • COMPUTER GAMING WORLD 





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IBM 13.5 GB. 7200RPM Drive 
64MB PCI 00 SDRAM, 7ns 
3dfx Voodoos™ 3000. 166MHz 
Diamond Monster Sound™ MX300 
56K V.90 Internal Modem 
Toshiba 40X CD ROM 
Microsoft Intellimouse’” PS/2 
Keytronics 104 Key Keyboard 
1 .44mb Floppy Drive 
ATX Mid Tower Case 
250 Watt Power Supply 



For more information 
or to place an order call: 

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(888-325-2661) 


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Talon Model 1.2 -$1,449 


Specially priced Talon options; 


Thrustmaster Reflex Joystick • S39 
Cambridge PC Works 
3 Piece Speaker Set ■ S56 
Cambridge FPS2000 5 Piece 
Digital Speaker Set - S176 
Optiquest Q71 17“ Monitor • S244 
Optiquest Q95 1 9“ Monitor - S370 


Microsoft Windows™ 98 SE 
Bootable System Recovery CD 
Falcon Everglide’” Mousepad 


AMD Athlon™ 550/WHr Processor 
IBM 13.5 GB. 7200RPM Drive 
128MB PC100 SDRAM. 7ns 
3dfx Voodoos™ 3000, 166MHz 
Diamond Monster Sound™ MX300 
56K V.90 Internal Modem 
Toshiba 40X CD ROM 
Microsoft Intellimouse’” PS/2 
Keytronics 104 Key Keyboard 
1.44mb Floppy Drive 
ATX Mid Tower Case 
250 Watt Power Supply 
Microsoft Windows’" 98 SE 
Bootable System Recovery CD 
Falcon Everglide™ Mousepad 






REVIEW SRORTS 


The Crown Slides Off the Head of the King of Computer Golf 

Mulligan Stew 

T he ancestry of the LINKS golf simulations can he traced all the 
way back to the days when the Apple II was king. Over the 
years, the LINKS games have been the one constant in the 
volatile sports sim world, a franchise that you could always count on. 

So it's more than a little disappointing that LINKS LS 2000, the latest 
game in the line, appears to be a meager repackaging of its prede- 
cessor (LINKS LS 99} with just the barest minimum of additions nec- 
essary to justify the new package and name. 

Tee it Up 

Let's start with the basics, and here LINKS LS 2000 accounts for 
itself quite well. A golf sim lives and dies on its ball physics, and 
LINKS LS 2000 maintains the 


FUZZY WUZZY Fuzzy Zoeller uses some body english on a 
short par 3. 


E 


re V i e w E d ' b y J e f f ' L a c k 


stellar ball physics models of its 
predecessors. Sand play - criti- 
cized in the LINKS series in the 
past - now requires the player 
to adjust his swing to either 

the ball or explode into 

' ■ ■ ■ " the sand, making bunker play a 

trickier proposition. The core 

golf simulation is as good or better than anything on the market. 

The graphics, once awe-inspiring, haven't changed much at all in 
the last couple years. They're still quite good, but compared to the 
3D-rendered graphics of recent competitors, they have a "flat" look. 
The swing interface includes the venerable two- and three-click 
modes, and the Powerstroke. The latter is a mouse swing, very versa- 
tile, but with one major drawback: It’s not in real time (as opposed to 
the real-time mouse interface in PGA 99). 

Multiplayer is excellent, with every type of online play available 
(include the MSN Gaming Zone) and multitudes of potential oppo- 
nents online at all times. 

The Back Nine 

So, what's new in LINKS LS 2000? Six courses are included: the 
St. Andrews Old, New, and Jubilee courses; Covered Bridge 
(Indiana); and the Hawaiian courses Mauna Kea and Hapuna. St. 
Andrews Old and Mauna Kea were available in previous versions, so 
you essentially get four new courses. None of the new courses are 
anything to write home about; they’re fairly straightforward and have 
nothing unique enough in their design to compel you to play them 
multiple times. And this leads to perhaps the key area In which LINKS 




LS 2000 trails the competition: JACK NICKLAUS: GOLDEN BEAR 
CHALLENGE and PGA 99 include course-designing tools, which are 
used by very talented designers to create a plethora of breathtaking, 
free courses. With LINKS LS 2000, you must purchase new courses, 
and even then some of the most desirable venues (such as Augusta) 
aren't available. Since a major pleasure of golfing is playing new 
courses, LINKS LS 2000 takes an immediate hit in value compared to 
its competitors. 

What else is new? You get a few new modes of play, but since the 
'99 version included a mode-of-play designer, that’s nothing to get 
excited about. An "Easy Swing” is included, requiring only one click, 
but it's hard to imagine anyone wanting to stick with that interface for 
more than a game or two. New commentators add a nice variety of 
new quips and observations. 


The 19th Hole 

If you own LINKS LS 99, there's no compelling 
reason to purchase this version, if you don’t own a 
golf sim, while LINKS LS 2000 is a good golf game, 
the wealth of free courses available for JACK 
NICKLAUS and PGA ‘99 make it hard to recom- 
mend LINKS LS 2000 over them. PC golfers can 
only hope that the next incarnation in this venerable 
series offers something substantially new. K'iVi 


138 


FEBRUARY 2000 


COMPUTER GRMINC VUORLD 









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REVIEW ACTIOIM-AIDVEIMTURE 


This Wannabe Spookfest Is More Count Floyd Than Count Dracula 

The Horror, the Horror 


D isappointment and computer gaming often go together. We've 
all felt it. Sometimes it's that TRESPASSER kind of hurt that hits 
from the very first level, and doesn't let go. Sometimes it’s a 
creeping sensation that gradually lets you know that you've been 
wasting your time. Since that impression only comes after several 
butt-numbing hours with the game in question, it’s easily the worst 
kind of letdown. 

NOCTURNE, an action-horror 

hybrid, falls into the latter category. 
While it starts out with a promising 
blend of pistol-blazing action, clas- 
sic monsters, and pulp-fiction 
accoutrements, design problems 
and an overall lack of inspiration 
its early promise. 


IVOCTURNE 


reviewed by Brett Todd 


Strange Days 

The initial storyline, at least, is 
gripping. You play the Stranger, a 
mysterious agent working in the 
'20s and ’30s for a secret organiza- 
tion known as “The Spookhouse." 

Its purpose? To protect citizens 
from evil, supernatural forces - 
meaning vampires, werewolves, 
zombies, and other horrors. The 
best way to protect folks is to blow 
said beasties away, so the Stranger 
and his Spookhouse companions 
pack all manner of weapons, 
including crossbows, sub-machine 
guns, and a sunlight cannon that 
dusts vampires. Each of the four 
acts - which are self-contained and 
can be played in any order - fea- 
tures more scraps than scares. If 
you're looking for traditional horror 
atmosphere, you won’t find it here. 

You also won't find any enjoyable 



CGW RATED^ 

PROS 

I Exciting, spooky *** 
i blend of action 
! and horror; beau- 
tiful graphics and 
sound. 


CDNS 

: Annoying controls; 
: pointless and 
repetitive combat; 
some graphic 
glitches; massive 
system require- 


gameplay. Basic movements are frustrating. 
Picking up objects, descending stairs, and 
even opening doors requires the Stranger to 
be in exactly the proper position. The game is 
littered with unintentional obstacles. The most 
obvious nuisance is the rotating camera. As 
the point-of-view switches constantly to the 
“spookiest” angle, it often leaves the protago- 
nists behind. Battles are carried out, but you'll 
see nothing but flailing monster arms and the 
flash of the Stranger’s pistols. Attacks typically 
require you to replay them with the camera in 
mind, making sure to stay out of the “blind 
spots" that bring up the impossible views. 

In some ways, this doesn’t matter. Combat 
is ridiculously simple, requiring just ammunition 
and a quick trigger finger. As long as you 
stumble across most of the ammo scattered 


throughout each mission, conquer- 
ing the monsters of NOCTURNE is 
a matter of drawing and shooting. 
Over and over again. It gets 
tedious very quickly. 

Who Knows What Evil Lurks tn 
the Hearts of Developers? 

nocturne's lone saving grace 
is the pulp-horror setting. Terminal 
Reality has crafted one great-look- 
ing title, full of old castles, misty 
fields, and creepy caverns. 
Everything is decrepit and corrupt, 
and this extends to the monstrous 
opposition, which does provide 
goosebumps; I jumped out of my 
skin the first time a vampire bride 
appeared behind me. 

Yet while the settings look good, 
their design leaves much to be desired. Many scenes simply end, 
with obvious passages blocked off by invisible walls. Others aren't 
fully visible, forcing blind exploration that often leads to a deadly 
plunge. Charaoter animations are clumsy. With his guns drawn, the 
Stranger leaps about like Michael “Lord of the Dance” Flatley, Tough 
to be scared when you’re laughing so hard. Character modeling 
doesn't include facial animation, so when characters discuss a case 
in tedious detail, they apparently do so while throwing their voices. 

And then there's the monstrous system requirements. Running in 
hardware-accelerated mode requires 96MB of RAM and a 32-bit 
video card. Millions of Voodoo owners out there are stuck in software 
mode. Your card also has to have 32MB on board to get resolutions 
higher than 640x480. A proper installation will take up more than a 
gig on your hard drive. This is one game that costs much more than 
the sticker on the box reads. 

When you get right down to it, only those starved for a horror 
game will consider NOCTURNE a worthwhile purchase. The pulp-hor- 
ror concept is attractive, but the execution is horrific. Kd'.V 


Requirements: PonliJin II, Celemr. Pefitiuni-lll. Gr AMD Athlon GPU: BAMB HAM (96MB required for 3D accelomlion); 50DMB hant drive s|iaco. Rncottim 
Requirements: Pemluni II or lll/Celemn/Alhlon elADOMHz; 128MB RAMilGB haul iIiIvg space. 3D Siippurt: DltDct3D Multiplayer Support None 


Publisher: Gathering of Developers • Developer: Terminal Reality • $40 * VAWv.godgames.com • ESRB Rating: Mature 



FEBRUARY 2000 < 


I • COMPUTER GAMING WORLD 









Be hurled — at BreakNeck speed — into thf 
stunning racing environments ever seen oi|^a PC! 

Race to the death with over 40 vehicles, 
across 24 tracks in 8 ditferent scenarios. 

Feel the road under your wheels and the 
thunderous recoil as you unleash missiles 
ot mass destruction upon your opponents. 


SouthPeak Interactive • One Research Drive • Cary, NC USA 2750 ■ tel 

0 1999 SouthPeak Interactive LUC. All rights reserved. SouthPeak Interactive and the SouthPeak Interactive logo are trademarks or re 
of SouthPeak Interactive LLC. ® Indicates U.S.A. reeistration. Other brand or product names are trademarks or registered trademarks of thi 
BreakNeck© 1999 THQ Inc. BreakNeck, BreakNeck logo, THO and.THQ logo are trademarks of THQ Inc, All rights reserved 


SOUTHPEAK” 

INTERACTIVE 




HEVlipW SIMUUATIOIM 


FLANKER 2.0 Doesn’t Do Much, but Does It Very Well 

From Russia With Love 


FLANKER 2. 


reviewed by Tom Chick 




F lanker 2.0 is not an ambitious flight sim. It doesn't try to model 
a ground war, and It doesn’t even model an air war so much as a 
single sortie. There is no attempt to make a fully-interactive cock- 
pit. The only communication is the scant wingman interaction. If has 
only the barest of excuses for a campaign mode. There are no carrier 
ops - just a floating carrier-shaped block you can land on. Even the 
sound effects are almost apologetically muted. There is a feeiing that 
the development team wasn’t ready to do anything dramatic after the 
original FLANKER, and this lack of ambition is at once this sim's 
greatest weakness and its greatest strength. 

It's a weakness, because many hardcore flight simmers - who are 
the obvious target audience for this in-depth and complex sim - have 
been spoiled by the great ambition that has driven recent sim devel- 

opment, from successes like 

JANE’S F-15 and EUROPEAN AIR 
WAR to disappointments such as 
FLY! and FALCON 4.0. Compared 
to what those sims have achieved 
(or tried to achieve), FLANKER 2.0 
seems downright lazy. 

Like the original title, it's set in 

the Crimea, an uvula of land dangling in the Black Sea. It only models 
a single aircraft, the Su-27 Flanker (the included Su-33 is just a vari- 
ant), in fully-scripted tactical situations. It doesn’t even have a random 
mission generator. The included single-player scenarios are good for 
nuggets of practice and isolated combat experiences, but the cam- 
paign is full of brick walls and annoying puzzle missions that require 
repeated playing to succeed. Luckily, the FLANKER series has accu- 
mulated a robust fan base, so the flexible and easy-to-use scenario 
editor guarantees that lots of user-made campaigns and missions will 
be available on the Internet. 

The lack of ambition is also a strength, in that it gives the game a 
tight focus and a distinctive flavor that's often lost when a sim tries to 
accomplish too much. There’s an obvious affection for this battle- 
hardened Russian aircraft that you won’t find in any F-22 sim. From 
the Cyrillic characters on the HUD, to the flight model's attention to 
the aircraft’s stunning aerodynamic capabilities, to the sometimes 
unwieldy analog cockpit, FLANKER 2.0 is equal parts ode and sim. 

The graphics are some of the best you'll find in the latest genera- 
tion of sims. The 3D engine doesn't have the 



NO HABLAS RUSKIE? if you're afraid of the Cyrillic alpha- 
bet, the HUO does English. 


philosophy, as the fluid control and quick responses are some of the 
signatures of the original. The cloud effects are easily as good as 
FLY! or JANE’S WORLD WAR II FIGHTERS. After flying a mission, you 
can enjoy the visuals at your leisure by playing FLANKER’S trademark 
“.trk" files, which are still excellent tools for training and mission analy- 
sis. They’re even better than FALCON 4.0’s ACM I for aesthetic value 
and available information. 

Although there’s a beefy manual and thorough in-game tutorials, 
there are surprising gaps in the documentation; there’s no information 
on wingmen interaction, the unintuitive padlock system, or the 
Byzantine mechanics of playing through the campaign, it’s a difficult 
enough sim for hardcore players to learn, much less someone trying 
their first (or even second or 


third) flight sim. This is an 
uncompromising toy for 
grownups, and though it may 
be limited in scope, its insight 
is so thorough and its realism 
so unflinching that it more than 
makes up for its small arena, 


LIGHT SHOW Fdx two, 
flares, and a full moon. 


CGW RATED 

PHDS 

i/ivid and thorough 
simulation of the 
SU‘27; lush graph- 
ics; unflinching 
realism. 

pS 

Stilted campaign 
and single-player 
missions; minimal 
wingman interac- 
tion; patchwork 
documentation. . 





1 Requirements; Penliurr 2D0MIIZ. 32MD RAM. DiretAX-compallblB 3D canl. Bx GD-HOM. Recommended R( 

1 30 Support; DlraclX-campatibio 3D canl leqiiirEd. Multiplayer Support; 2-16 players via UN or Internet 

:quireinents; Pctiliiini SODMHz. 64 MB RAM. 1 

Publisher: SSI • Developer; Eagle Dynamics • $45 • www.flanker2.com • ESRB Rating; Ev 

ryone 


n • CDW.gamespDt.com 
i 


14a 


FEBRUARY ZDQi 


• COMPUTER GAMING VUORID 









HE WHO DARES WINS! 



MISSION DISK 



9 New Exciting Missions 
More Real WWII Locations 
All New Weapons & Vehicles! 
Available Spring 2000 


m 


www.talonsoft.com / 

Available Spring 2000. Check it out at your local retailer, www.laionsoll.com or call 1-800-21 1-6504 
Copyright © 1999 by TalonSoft Inc. All rights reserved. TalonSoft’“ is a registered trademark of TalonSoft Inc. 
TalonSoft is a subsidiary of Take-Two Interactive Software Inc. 






REVIEW 


Rai_E-RI_AYIiMG 


Infogrames’ Console-Style RPG Is Good, but No FINAL FANTASY 

Silver Takes the Bronze 


SILVER 


J apanese-style RPGs, while popular on consoles, have been woe- 
fully underrepresented on the PC. Those few that have been 
released are mostly shareware efforts or unembellished conver- 
sions of console titles, FINAL FANTASY VII being the most notable 
example. Infogrames has attempted to fill this gap with SILVER - a 
purported “FINAL FANTASY killer" designed specifically for the PC - 
and the result is a decent, often entertaining game. 


Less Filling 

Silver plays out on pre-rendered, 3D backgrounds through which 
you must guide polygonal characters. The environments are essential- 
ly static bitmaps. They look good for the most part, and some are 
spectacular, but everything lends to have an overly-clean feel that 
FINAL FANTASY VII managed to 
avoid. I 

Spiral House, the game's devel- 
opers, has chosen to streamline the 
traditional console RPG, removing 
EMmUUlflKflUJlilB many standard elements. Thankfully 
gone are the thousands of random 
encounters typical to the genre. 

Instead, most screens are stocked with monsters that must be 
fought only once. The exits to each area are sealed during combat 
and reopen only when all enemies have been defeated. VVhile this 
feature removes much of the tedium associated with this type of 
game, the finite number of available battles makes open-ended stat 
building virtually impossible. 

SILVER does include character stats and levels, but eliminates I 
experience points completely. Levels are gained by reaching key plot 
points and defeating boss monsters. Only a few instances exist 
where extra levels can be accrued “out of sequence" with the story. 

In general, you are kept in strict parity with your foes. This feature 
fends to dilute the sense of escalating power that is a key draw of 
RPGs, but the discarding of an endless series of uneventful brawls 
makes it more than worth it. 

The fights themselves occur in real-time and are very fun. Melee 
attacks are launched with the mouse as controller, with various mouse 
movements resulting in different thrusts and slashes. The number of 
moves is kept to a reasonable five, and each has its own obvious use. 
Once the control is mastered - and this doesn’t take long - the bat- 
tles become both more exciting and more tactical than your average 
turn-based fare, which, strategic pretensions aside, tend to degener- 
ate into an endless attack/heal/repeat loop. Because you’re free to 
move around each environment, positional 
advantage becomes a big factor and many of 
the battles are staged as mini-puzzles in which 
features of the landscape must be exploited to 
win the skirmish. 


BOSS ATTACK! I'm the little green guy. Where are my two 
pals? Probably standing around like idiots in that pillar of flame. 


'f* 


14 






cow RATED 


PROS 

Innovative, fun 


combat system. 
CONS 

Poor control for 
multiple charac- 
ters; story 
becomes pre- 
dictable and 
tedious. 




CONTROL FREAKOUT Controlling more 
than one character at once isn’t too bad, until you actu- / ^ 
ally have to fight something. 1 


wouldn't be bad if 
they were as intelli- 
gently autonomous 
as Grandad, but 
you’re expected to 
control everyone. 
Unless you've got 
unusually evolved 
hand-eye coordina- 
tion, you'll eventually 
end up using one character to kill everything, while the other two 
stand motionless as monsters hit them over the head with clubs. 

Silver's story is an equally big problem. The plot starts out well 
and is bolstered by some excellent voice acting and loopy plot twists, 
but simply runs out of surprises long before the end. This is a critical 
Haw in a game that has consciously pared away many of the game- 
play elements that compose the bulk of other entries in the field. 

Silver is an RPG simplified by the removal of much of the com- 
plex stat-based baggage of its brethren. It’s a good idea that almost 
works. Infogrames has come close to successfully creating a new 
sub-genre - one based on fun fast-action battles mixed with rich 
story. It's fun enough while the story remains compelling, and even if 
you find yourself unmotivated to complete the entire quest, you'll at 
least enjoy the ride to the halfway point. 


With Friends Like These... 

For the first few hours of play, SILVER'S 
story is completely linear. Your grandfather 
accompanies you throughout this beginning 
section, controlled by the computer, and he's 
generally pretty helpful. Later in the game, 
you’re saddled with up to two companions 
who you must control yourself. This feature 



Requirsments; Penliuni lEBMHz. 32MB BAM. I60M5 hard drive spau. RecommendBil Requiretneots: Pentum-ll 233MH2, B4MB RAM. 3D Support None 
Multiplayer Support; None 


Publisher: Infogrames • Developer: Spiral House • $40 • www.infogrames.CQm • ESRB Rating: Teen; animated violence. 


FEBRUARY 2030 • 


' COMPUTER EAMINC WORLD 








History’s greatest generals 
didn’t wait their turn to attack 


Whv should vou? 


victory. With the new mission-based play option the 
action is faster and more suspensefid than ever as 
players race to conquer continents. And with the 
ability to bid for territories, add new territories, and 
map extra attack connections, you'll need to use more 
strategy than ever. Risk n. It's all out war - and it's 
every empire for itself. 


Dominate on a global scale with the greatest version of 
Risk ever, Risk n! The classic game of strategy is back 
with all new simultaneous-turn play mode. No more 
waiting your turn to attack; it's non-stop, fast-paced, 
action-packed fun. Wage war with up to 8 players over 
the Internet. Talk to your enemies, form alliances, use 
diplomacy, and mercilessly backstab your way to 







1 ' 





REVIEW 


ROLE-PLAYIIMG 


REVENAIMT Is a Middling DIABLO Clone That Burns Out Early 


Alive and Dead 



Who Wrote This? 

The first problem is the story itself. Maybe it’s just because I fre- 
quently read books that don't have lots of pictures, but 1 found the 
plot to be completely predictable and fairly trite. While the plot in a 
game rarely makes or breaks a title, it doesn't help when you can fig- 
ure a story 


REVENAIMT 


out from the 
very begin- 
ning, with not 
one notable 
twist along 
the way. 


The other 

major problems are related to REVENANT's 
interface, The inventory system is not too bad 
until you accumulate a significant number of 
items, at which point scrolling through the tiny 
inventory window becomes a chore. Even 
worse, there’s no method for identifying the 
items you have in inventory, if you can equip an 
item, you can get a description of the item's 
attributes from the character window. 

Otherwise, you’ll have to either drop the item 
and pick it up again, or memorize the appear- 
ance of all of the potions, keys, and equipment 
you carry. 

The spell system fares no better, as you must manually scroll 
through all the spell descriptions to find the spell you want. You can 
hotkey up to four spells, and given the amount of time it takes to 
scroll through all of 
them, those that 
you have hot-keyed 
will likely be the 
only spells you'll 


I’M ALL BROKE UP This boss is 
very tough, ss both halves of Locke will confirm. 
The boss fights are actually one of the highlights 
of the game. Due to the huge number of hit 
points these goliaths have, they make for some 
very long and challenging battles. 


CBW RATED 


W hat we have in REVENANT is a product that follows the all- 
too'familiar DIABLO formula. While several elements have 
deviated from the norm, only some of them are actual 
improvements, The rest gradually work to erode what could have 
been a very good product. Like so many relationships, my affair with 
REVENANT started hot and heavy but cooled quickly once I got to 
know it better. 


use in combat, 

Of course, this isn't a 
game of inventory manage- 
ment, so you should know 
that while these problems 
are certainly annoying, they 
don't make the game 
unplayable. In fact, 
REVENANT comes out of 
the gate like a hellhound. 
Rather than opting for the 
“click on your enemy until 
he dies" method of combat, Eidos implemented a combat-control 
system that more closely resembles a console game than most PC 
dungeon romps. You've got three standard attack buttons and three 
combo buttons. 

Combinations of these yield additional moves, once you learn them 
from your teacher in town. The first time Locke finished off a spider 
by stomping on its head and grinding it under his heel, I thought that 
this was going to be an outstanding game. After 50 spiders had 
been dispatched the same way, it lost some of its luster. 

This is the biggest problem with most elements in the game: They 
are great at first, but wear thin rather quickly. Add to the mix the inter- 
face problems, a story that nosedives almost immediately, and puzzle 
elements that are frequently tedious and redundant, and you've got a 
recipe for disaster, 


Nice variety of 
combat moves; 
pretty graphics. 

CONS 

Horrible story; 
sloppy interface 
design; terrible 






You Bore Me 

So, while REVENANT initially generates a decent amount of excite- 
ment and fun, it just doesn't carry it throughout the game. By the time 
you reach the end, you aren’t surprised to find one of the lamest clos- 
ing scenes in recent gaming history. If you are hungering for an action 
RPG, have a high tolerance for redundancy, and don’t care about the 
backstory, you may want to look at REVENANT. Those looking for a 
deeper gaming experience should look elsewhere - or keep waiting 
for DIABLO II. G33 


inventory and 
spell management 


Reituireoenta: Poitiuin 233MHz. 32MD RAM. AOOMB haul drive space, 3D acccleralar. Rscommeiuted Bsquinements: Penlium-ll 300MHz 6AMB RAM. 
30 Support DirecISD Ualtiplayer Sopport laterret. LAN. nodem: up lo 4 playeis, 1 CD per player. 


Publisher; Eidos Interactive * Developer: Cinematix « S40 • www.eidosgames.coni 


ESRB Rating: Teen; animated blood and violence, suggestive themes. 


148 


FEBRUARY 2000 


:sw. gamBspat.com • COMPUTER GAMING WORLD 







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REVIEW 


SIIVIUI-ATIOIMS 


MIG ALLEY Takes You Back to the Beginning of Jet Combat 


Birth of an Era 




MIG ALLEY 


reviewed by Jeff Lackey 


Migs and Sabres 

Right sims today typically come in two flavors: “survey" sims, offer- 
ing a large number of aircraft while compromising on realism; and 

hardcore sims that focus on one 

plane, but promise extreme fidelity. 
M!G ALLEY breaks that mold: You 
oan pilot an F-51 , F-86, F-84, F- 
80, or a MiG-1 5, yet the flight 
model is uncompromisingly realis- 
tic. You can toggle off a wide 
range of flight characteristics, such 
as buffeting, stress effects, or realistic spool-up if you're a novice, 
and yank and bank to your heart's content. However, if you want to 
experience a true simulation of flying these aircraft, toggle everything 
to full realism and you will be treated to a flight model as realistic as 
anything on the market. Everything from torque effects in the props to 
the reality of available power exceeding the yield stress of the air- 
frame (you can tear the wings off your plane with high-stress maneu- 
vers) is modeled. Damage modeling is also fop notch. While the visu- 
als for aircraft damage don't accurately portray the specifics, you'll 
find that a damaged wing will lose lift, 
an injured engine will struggle to keep 
you in the air (and perhaps burst into 
flames), a shredded rudder will make 
maneuvering a struggle, and so on. 

The artificial intelligence is superb for 
both the enemy and your wingmen. You 
can set the range of skills for both 
enemy and friendly pilots such that you 
will never be 
sure of whether 
the MiG pilot 

you are chasing is a rookie - ripe for the 
plucking - or an ace who is about to teach 
you a lesson or two. In addition, your friendly 
computer pitots don’t require the micro-man- 
agement necessary in so many other flight 
sims: They fly and fight smart. Your wingman 
will cover your tail when requested, and the 
rest of your flight will only holler for help when 
they really need it. The enemies can be down- 
right crafty. You can’t help but smile when you 
think you have a MiG dead to rights, centered 
in your sights, and doing little to evade - only 
to find you've been suokered as his wingman 
slips behind you and shreds your Sabre. And 
that smile will turn into a wicked grin when an 


CGW RATED 


Great flight mod- 
els; superb 
dynamic cam- 
paign; fascinating 
mix of props and 
jets; huge, intense 


unshakeable MiG on your tail suddenly 
explodes, as your wingman slips behind 
him and teaches him not to pick on his 
partner! 

The Sights and Sounds of War 

A great flight model and first-class computer opponents are critical 
to a sim's success, but you also expect today's sims to look and 
sound great, and MIG ALLEY passes this test also. The terrain graph- 
ics are OK - maybe even good - but not spectacular. However, the 
aircraft themselves are absolutely beautiful, including unit markings 
and nose art that you can import. Cockpits, at 1024x768 resolution, 
are sharp and authentic. Little touches add to this authenticity: for 
example, your forward canopy will become grimy as the sortie pro- 
gresses. Reflections are seen on your oockpit, and reflections off of 
enemy cockpits in the distance are often the first clue of their pres- 
ence. Sounds are also satisfying, including the spooling up of the 
engines and the creaking of the airframe as it protests against the 
extreme stress you place upon it. Radio chatter is first-rate, realistical- 
ly exciting in battle without going over the top and sounding too 
"Hollywood." 


Requirements: Windows 95/S8. Pentium 168 MHl 32 MB HftM. 400 MB hard drive space, BX CO HOM. Recommended Requtremenis: Pentium II. I2X CO-ROM. 
OSD video card. 3B Support Dltect3D Multiplayer Support: 2 to B players via TCP/IP, IPX. modem, serial. 


Publisher: Empire Interactive • Developer: Rowan Software • $40 • www.eiiiplre-us.com * ESRB Hating: Everyone 


i t was a conflict coined “The Forgotten War,” yet it was one of the 
most fascinating eras in the history of air combat. The Korean 
War saw the birth of widespread jet combat. Prop vs. jet was 
common, and new jet vs. jet tactics were developed on a daily basis. 
The fighter pilot had more power available to him than ever before, 
but the fighting was still up close and personal. No radar-guided mis- 
siles here, bucko; combat was eyeball to eyeball, guns only. This is 
the era that MIG ALLEY portrays, and it does it so well as to make the 
game an instant classic. 


150 


FEBRUARY 2000 • cgw.g; 


im • COMPUTER GAMING WORLO 











REVIEW 


IFR Cockpit pauges are authentic and sharp looking. 



The gun camera is a very welcome feature. The camera can be set 
to record the action either all the time, or only when you press your 
trigger. The recorded footage can be replayed with a full set of VCR- 
type controls, and the "film” can be recorded in either authentic 
black-and-white or full color. The ability to record and replay your 
flight comes in particularly handy with this sim, as it is common to 
enter into a 36 on 36 plane furbail, resulting in more action than you 
can process during the fight (“where did THAT guy come from?”). 

Scores of planes in the air - and yet the frame rate is normally silky 
smooth. I say normally, because there is an occasional “stutter” in the 
graphics. There are also a handful of other minor graphics glitches, 
crashes, and bugs that should keep the game's developer busy for a 
while. But they've come a long way from the U.K, version already, and 
they seem to have a genuine interest in continuing to improve the 
product. 

A Campaign To Die For 

Great Al, great flight models, top-notch sounds and graphics - but 
they would all go to waste if the environment in which you fly and 
fight was sub-par, Not to worry; Believe it or not, I've saved the best 
for last. As you might expect, you can fly in one-on-one missions that 
are a breeze to set up, and there's a quick-action option that throws 
you into the fray at the touch of a mouse button. It's a tribute to how 
good this simulation is that both of those modes are extremely enjoy- 
able - in fact, almost addictive. But the campaign in MIG ALLEY is 
more than icing on the cake; it's a whole new course. There are five 
campaigns, but only the fifth, The Spring Offensive, is truly dynamic, 

In the Spring Offensive, you have complete strategic and tactical 
control in the air war over Korea. You can control as much or as little 
as you like. For example, you can simply change target priorities and 
let the computer plan the missions. However, the interface makes it 
easy to jump in and plan every sortie, every bombing mission, every 
escort and BARCAP, and so on. You can control how many of what 
type of plane will fly each sortie, the timing of the routes, the forma- 



tion and attack strategy, and much more. Examine the map and 
decide whether you think you should commit your limited air 
resources towards taking out enemy airbases - or perhaps destroy- 
ing the supply depots will slow down the enemy incursion. You're in 
charge of all the strategic decisions, and then you can drop yourself 
into whichever plane you want to fly during the mission. There's 
enough depth, flexibility, and variety here to give this sim spectacular 
replayability, as you develop new strategies and try them out. 

If you have any interest in flight sims, you owe it to yourself to try 
MIG ALLEY, This is one of those rare sims that gets it all right, result- 
ing in a flight sim that others will be measured against for years to 
come, S32] 


^ Tite foltaiwing links are great resources :vi campaign 
1 planning in MtG ALLEY: 

■g vtfww.frugalsworld.com/mig'guide.shtml 
^ : www.camtiatsim.com/litm/sept99/mig-camp1.htm 



COMPUTER GAMING WORLD • cgw.g^ 


• FEBRUARY 2000 







REVIEW 


QUICK HITS 


PANDORA’S BOX 


B uild a better TETRIS and the world will beat a path to your 
door. For years now, Alexey Pajitnov, the Russian creator of TETRIS, has 
been trying to do exactly that, but has only managed to create a spate of 
mediocre derivations on his original falling-block theme. PANDORA’S BOX, 
Pajitnov's latest work, is at least original, but it's 
surely no TETRIS in either its originality or sheer 
addictiveness, Pajitnov uses a handful of digital 
gimmicks and 3D tricks, along with 350 pieces of artwork, to create a collec- 
tion of 21st century jigsaw puzzles. There are 10 puzzle types - some quite 
clever, some quite annoying - wrapped up in a hastily cobbled storyline about 
the capture of the great trickster figures in world mythology. Fans of jigsaw puz- 
zles and Kai's Power Tools will find some good rainy-day fun here; others won't 
be amused for very long. -Chris Lombardi 

Genre; Puzzle • Publisher: Microsoft * $20 * www.micrasoft.com/ganies 
ESRB Rating: Everyone 



GRAND THEFT AUTO 2 


Genre; Driving ■ Publisher: Take 2 
Interactive • Developer: Rockstar Games 
$40 * www.rockstargames.coni • ESRG 
Rating: Mature; animated blood, strong lan- 
guage 


. W-.T, ■ ryt 

. ...T 

to .'-a 

|H 

1 

1 


T he original GRAND THEFT AUTO 
was something of a cult hit, 
inspiring a large online community 
of wannabe thugs and car-jackers, 

partly due to its controversial subject mat- 
ter, The success of this sequel will probably 
be the greatest indicator of whether the 
hubbub over the original was hype, or 

based on great 
^ ^ ^ y gameplay. After 

playing GRAND 
THEF Auto 2 , which simply rehashes the 
original game with a few new bells and 
whistles - like colored lighting, car-mounted 
weapons, and a more elaborate organized 
crime system - I'm sticking with the former. 
The new retro-future look of the cars leaves 
a lot to be desired. Heck, the London 1969 
expansion pack for the original GTA seemed 
cooler than this. GTA 2 will probably bring 
very few new fans to the series, but should 
satisfy those hooked by the first game. 

-Tom Price 



N FL BLITZ was one of the freshest, 
most devilishly fun sports 
games since BLADES OF STEEL for 
the NES. This year's model adds some 
much needed features like a play editor, an 
extra page of 

■k if -k i 

plays, and 

weather. Most importantly, it stays true to 
Blitz's skull-crushing charm and amazing 
looks. However, the game still lacks replays, 
and you still can’t make substitutions. I 
know team management isn't in the spirit of 
BLITZ, but since you’re limited to four con- 
trollable players on offense, i would like to 
choose my receiving crew as well as return 
and cover men. 

The new animations are cool, but 
extremely choppy - even on a Pentium-Ill 
450 with a Voodoo2 3D accelerator. A few 
other technical glitches also mar NFL BLITZ 
2000, which in many ways is better than 
the first, but highly flawed. Midway dropped 
the chalupa on this one - if could have 
been legendary, -Tom Price 



I RON BLETZ is an expansion pack to 
AXIS & ALLIES that gives players 
two new units, eight new scenarios, 
and the ability to edit the existing 
units, alliances, and setup. While I 
liked the idea of the new scenarios, from a 
1939 start to 

k k k k a cold war 

variant, almost 

all are woefully unbalanced and unlikely to 
provide the kind of close contests for which 
A&A is known and loved. 

In contrast, the new units (marines and 
destroyers) are a welcome addition. 
Destroyers in particular make the naval por- 
tion of the game more logical and more fun. 
The ability to change unit attributes through 
the edit menu is also welcome, although 
once again play balance ought to be the 
primary consideration when tinkering. If you 
don't already own A&A you might as well 
buy IRON Blitz, as it comes packaged with 
the original game. For veterans, the $10 
rebate that comes with the economically 
priced IRON BLITZ makes this a reasonable 
and rewarding buy as well. -Tim Carter 


152 


FEBRUARY 2D0U 


:gw.g. 


.pot. com • CUMPUTER GAMING WORLD 











THE OPERATIONAL ART OF WAR II: 
FLASHPOINT KOSOVO 





C alling the first battle 
pack for The 

OPERATIONAL ART OF WAR 
II "Flashpoint Kosovo” is, at 
best, a questionable mar* 
keting move. To begin with, 
the invasion of Yugoslavia by 
NATO forces in the summer of 
1999 never transpired. Second, 
the battle pack includes but a 
single scenario in Yugoslavia. The 
remaining dozen or so scenarios 
are set in other hotspots around 
the world, from the lengthy 
Iran/Iraq conflict to a supposedly inevitable showdown between Chinese and Russian 
forces at the end of the 20th Century. While a few historical engagements are thrown in, 
including the lopsided '91 Gulf War and the proposed U.S. invasion of North Vietnam at 
the height of the Vietnam War, the majority of the scenarios are based on hypothetical 
conflagrations, including an unlikely conflict in Central 
Europe and a rather preposterous U.S. Civil War in 2008. 
These issues aside, FLASHPOINT KOSOVO ably picks up 
where its award-winning predecessor left off, taking a highly entertaining and replayable 
second look at some of the world's most troubled regions. -Marc Dultz 


Genre: Wargame * Publisher: TalonSoft * Developer: Norm Kager 
$20 » Virww.talonsQft.com • RSAC Advisory: Violence. 1 


DIPLOMACY 


Genre: Strategy * Publisher: Hasbro 
Interactive * Developer: Meyer/Glass 
Interactive * $40 * 
www.hasbrQinteractive.CDm 
ESRB Rating: Everyone 


B ack in the early 80s, Avalon Hill 
released a computer version of 
its classic multiplayer boardgame, 
Diplomacy. The game was marred by a 
poor user interface and atrocious Al. but 
that wasn’t much of a surprise; back then it 
was an achievement simply to develop a 
game that worked. It’s much more of a sur- 
prise that 1 5 years later, Avalon Hill's new 
. , owner, Hasbro, 

^ ' has brought its 

considerable 

development firepower to bear on the clas- 
sic game with the exact same result. 

DIPLOMACY is built upon very simple 
rules. The players represent the seven major 
powers of Europe in 1901. The map con- 
sists of 75 spaces, 34 of which are “supply 
centers" that confer the ability to build addi- 
tional units. Control of 18 centers by a sin- 
gle power al the end of a year results in vic- 
tory. Each player secretly records his 
orders, which are revealed and resolved 
simultaneously each turn, after a period of 
negotiations. 

Capturing a province is as easy as mov- 
ing a unit there. Beating your enemies to 
this space, however, requires a little help 
from your friends, and the preceding negoti- 
ations between world powers are what 



make DIPLOMACY such a deliciously devi- 
ous multiplayer pastime. 

Graphically, the game is a polished affair. 
Colors indicate territorial control, and map 
motifs can be changed to suit one's taste. 
Players are represented by historically- 
attired personages who sneer and leer 
while waiting to conduct negotiations. 

These negotiations are carried out in 
"rooms” where only invited occupants can 
participate. Players make proposals through 
a simple system of icons, which turns 
“Germany should attack Russia” into a sim- 
ple three-click process; this is hindered only 
by the poor placement of these icons and 
the fact that a player’s “offers received” 
arrive on a different screen than “offers 
made” - meaning that only one screen can 
be monitored at a time. The icons are a 
good shorthand communication method in 
games against human opponents, although 
there is also a chat feature available. 

Unfortunately, the computer opponents 
are unable to provide the barest modicum 
of resistance, even al the highest setting, 
The computer repeatedly tries to perform 


REVIEW 



W e haven’t seen a good 

Napoleonic wargame on the 
PC for years. Sadly, this title does little to 
change that, NAPOLEON 1 01 3 recreates 
the struggle of one of history's most notori- 
i » ous generals 

^ ^ to maintain a 

hold on central Europe in the wake of his 
disastrous 1812 campaign in Russia. You 
command your units (the smallest of which 
is a division) in a variety of individual battles 
or extended campaigns via an interesting 
slew-motion, real-time mode. 

While the strategic map looks okay, the 
battlefield graphics are unimpressive. By 
itself, this poses no problem. Numerous 
bugs, glitches, and interface difficulties, on 
the other hand, create some serious hard- 
ship. Units disappear or switch sides with 
no explanation; scrolling is cumbersome; 
and the manual fails to explain several basic 
points. On top of all this, crashes are not 
uncommon. NAPOLEON 1813is full of 
promising ideas, each of which seems to be 
plagued by a bug of some sort. Even the 
patched version will please only serious 
Napoleonic buffs. -Bruce Geryk 


illegal moves, although the game engine 
prevents them from being resolved. No 
coordination occurs, either between two 
allies or even between units of the same 
power. Two units will repeatedly try to dis- 
lodge an enemy from a supply center, both 
of them trying to move to that space, rather 
than one providing support for the other. 

You'd expect the multiplayer game to be 
the shining point, since inter-personal 
exchanges were the heart and soul of the 
original design. Alas, the multiplayer game 
via Internet or LAN with up to seven human 
players is so slow that it makes the game 
unplayable. A simple two-player TCP/IP 
game brought a Pentium il!-550 to its 
knees. There are play-by-email and hot-seat 
modes available, but if you're going to play 
that way, you may as well play the 
boardgame. 

DIPLOMACY, the boardgame, was an 
example of game design at its best. 
DIPLOMACY, the computer game, is an 
example of how an excellent design does 
not guarantee a good computer translation. 
-Bruce Geryk 


COMPUTER GAMING WORLD 


;gw.gi 


ipot.com • FEBRUARY 20QD 


153 






A.P 




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Set sail across vast oceans to discover'Jtejv . ^ 

islands and worlds filled with yarjd^g^ ^ i ' 






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COLONIZE . ■ ; '■■'■'.■■■ 

claim 2U1 uncharted island as your own./ J,y 


Then, establish your settlements, ' . 
use resources, and begin to build a / 
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Distributed by ,- r Establish treaties adiS trade I'dUtes iA^th other 

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'Europe's fastest selling 
PC Game" 

PC Zone 

"Fascinates from the 
first minute on.." 

PC Games 

"...A first-class 
free-time killer." 

GameSter 


1602A.D. is a uiilque Wend of two exciting genres, 
part eipj)ire builder part real time strategy 

^^iscover oyer 700 unique islands with varying landscapes 
• Over 90 building^es. Over 30 unique trades 

: Single player mddb offers a , choice of seven campaigns, continuous play 

or more than 40 sceiiarios with pre-set missions 

■ - ’ . 5 tutorial games guarantee a quick and easy entry into gameplay 

■; Real tirne land and sea battles 

4 Lavish 3D animation replace functiorrs filled by statistics in other games 

■ ^ 4 Dynamic artificial Intelligence automatically adjusts 

? to player’s skill level 

♦ Cinematic trrmsitioTts between scenarios 

" : : ’ • ♦ Multiplayer mode for up to 4 people per network or 2 players via modem 

t „ , and includes over 30 rmique multiplayer scenarios 

' '■ ' ^ 

♦ Map editor lets you create your own new world to build and rule 

CONQUER' 

Use battle ships and troops to keep your settlements 
safe and trade routes free from hostile enemies. 

Or, wage war against your enemies. 


PC CD-ROM 


HARDWARE 


IN SEARCH OF THE ULTIMATE 
GAMING MACHINE • REVIEWS • NEWS 


lime to Upgrade? 

HOW TO CHOOSE THE RIGHT MOIHERBOARO CHIPSET ANO MEMORY 


C ompetition is a wonderful thing for consumers — products get better and 

cost less. But the downside of choice is that, well, you have to choose. In the 

world of motherboard chipsets and memory, the choices are about to go from mild- 
ly confusing to totally baffling. Why? New chipsets and memory types, each with its 
own advantages and disadvantages, are coming onto the scene. What to do? Stay with 
us, and we'll give you the low-down on what your best choices are now, and what they 
will be soon. 

Short-Term Memory 

Right now, there are two types of memory to consider: SDRAM and RAMBUS {or 
RDRAM). RDRAM can deliver a performance gain with current games (test results 
below), but it requires Intel’s 820 chipset, which wasn't available as of press time. When 
it is available in early 2000, RDRAM will be expensive relative to SDRAM. And until 
- .1 ■ II ■ RDRAM is shipping in quantity, it will stay that way. 

hif InwrI Paco and flaifo Caluatnr A third memory type is on the horizon, called Double 

ny Loya base ana uave saiwator Data Rate sdram (ddr sdham), wwch couw be an 

interesting high-performance alternative to RDRAM. 
To make sense of the upgrade options, check out the table below. 

Meanwhile, Intel has decided to support both PC133 SDRAM and DDR SDRAM some- 
time later in 2000. But Via's Apollo chipset will soon make the move to DDR SDRAM, and 
could be a dark horse in the performance sprint versus Intel 820 and RDRAM. So if you 
can wait to upgrade, hold off until more is known about DDR SDRAM and its price/perfor- 
mance versus Intel’s offerings. 


CPU/Ctnpset/lwemary Type 


1. Penb'um-lll 70D/liitel 44aBX/ PC1DD SDFtAM [baseline! 

2. Athlen 700 / AMD 7SI / PCIOO SDRAM 

3. Pentium-Ill 733 / Inlel CC 820 / PG100 SDRAM 

4. Pentium-Ill 733 / Inlel UC 820 / RDRAM 

5. Pentium-Ill 733 / Via Apollo 133 / PC133 SDRAM 


In our recent testing, Intel's new 733MHz Pentium III, running on an 820-based 
motherboard with RDRAM, came in first. The real surprise was the performance 
of the 700MH2 Pentium III running on the “aging" 440BX platform: It came in 
second. Athlon hung in there, finishing in the middle of the pack. The other shock 
was the low performance of the 733MHz Pentium III running on an 820 mother- 
board, but using SDRAM (not RDRAM). 


g3Test [512x384x16*1 


1 



NOTE: All systems tested using CreatiVe’s Annihilator 3D card, Windows 98SE, and DirectX 7 ‘QUAKE III version 1.08, demo 1 




T he revolution will not be televised; it will be downloadable. Diamond sparked 
stampede of knock-off MP3 players with its first Rio MP3 player two years ago, and has 
enjoyed great success - not to mention weathering a flood of litigation from the 

Recording Industry Association of America (RIAA). 

But Diamond has thus far prevailed, and is about to 
bring it on again with their new Rio 500. New to the Rio 
are several notable features: USB support; enhanced 
controls: and a small display to tell you the name of your current track, and to let you browse 
through others stored in the unit's 64MB of memory. With this memory load-out, the Rio 500 can 
store at least 70 minutes of music, and more if you’re willing to dial down the quality setting a bit. 


RioMSOOMPSPiaver 



FEBRUARY 2000 • 


' COMPUTER GAMII 


156 








HARDWARE 


MEMORY SPEEDS AND FEEDS j 


RDRAM will be on the scene first, but DDR SDRAM may give it a run for its money in the performance arena. The question here is who'll 
have the better price/performance story. 


Memory 

Type 

Approximate 

Sustained Data Rate 

Pros 

Cons 

PC133 SDRAM 

700MB/sec 

Inexpensive, available 

Not the fastest game in town 

RDRAM 

i.5G8/sec 

It's got headroom for future performance needs 

Expensive 

PC266 DDR SDRAM 

1.46B/sec 

Could be an interesting alternative to RDRAM 

Still loo many unknowns, including price. 


The Athlon Alternative 

AMD’s Athlon CPU has delivered very good 
price/performance versus Intel, though we’ve seen a 
few stability problems. If you're interested in Athlon, 
we urge you to buy a pre-configured system. There 
are still some combinations of peripherals that give 
Athlon motherboards hissy fits, but off-the-shelf sys- 
tems have tested pretty well. Don't build using 
Athlon components yourself, unless you’re very con- 
fident in your troubleshooting skills. 

Chipset Upgrade Paths 

Finally, to help you navigate the twists and turns 
of the upgrade path, we’ve got the following "IF- 
THEN" recommendations for upgrade alternatives. 
To figure out which chipset your system has, right- 
click on the My Computer icon, and go to the Device 
Manager tab dialogue. From the list of devices, click 
on System Devices, and see which "Processor to 
AGP Controller” you have. Intel’s 440BX will be list- 
ed as the 82443BX. 


IF... You have an older 440BX or 440LX mother- 
board (a system that’s two or three years old), and 
have a CPU that's 400MHz or less, and want more 
performance now. 

THEN... Consider making a 
motherboard/CPU/RAM swap, and take a look at 
Intel 820-based Pentium-m solutions with RDRAM 
memory (fast but pricey), or consider a new off-the- 
shelf system — especially if you're thinking about 
opting for an Athlon-based system (less expensive). 

IF... You have a recent 440BX motherboard that 
supports 1.65 CPU core voltage, like the Abit BX6 
rev. 2 and ASUS P3B-F; and a 450MH2 CPU or less. 

THEN... Consider the Intel Pentium-Ill 700MHz, 
which will work in your current motherboard with a 
BIOS update. You can add an 820-based mother- 
board and RAM further down the road. 

IF... You have a recent 440BX motherboard with a 
500MH2 CPU or better. 

THEN... Hold off until RDRAM mem ory an d 
700MHz Pentium-Ill CPU prices drop. 



Cut Off Their Tails... 

New Cordless Mice Get You Off the Leash 


ou're in the middle of a heated skirmish on an 
Internet UNREAL TOURNAMENT server, and you’re 
battling. All of a sudden, someone gets the drop on you from 
behind; you go to wheel around and let 'em have it, but you get stuck 
midway around by a tangled mouse cable, Boom, you're dead. After the 
expletives, you get the mouse untangled and get on with your life, mut- 
tering that there must be a better way. Well, there is. Go wireless. We 
took a look at the latest cordless offerings from Microsoft and Logitech, 
and both proved to be solid performers that will never cost you another 





INSIDE HARDWARE 


Killer Rigs 160 

Loyd Case 162 

Tech Medics 164 


Reviews 157 

Logitech Cordless MouseMan Wheel 
Microsoft Cordless Wheel Mouse 
Hammerhead FX Gamepad 
Diamond HomeFree USB 
3Com Home Networking Kit 
Saitek R1Q0 Wheel 


157 


Photos: Hayden Houser 







HARDWARE 


cord-tangle frag again. Both install without a hitch, and depending 
on your personal preference (and hand size), one of them will serve 
you well. 

We tested these mice in QUAKE III, UNREAL TOURNAMENT, HALF- 
LIFE, and HOMEWORLD. Through all these games, both mice per- 
formed well, and neither introduced any "frag-lag" in the 3D shooters; 
it came down to a subjective 
feel that each delivered. Both 
ran fine using the PS2RATE 
utility for jacking up the mouse- 
polling rate to smooth mouse 
tracking. So what's the dif, you 
may be asking? There’s the 
$15 price difference, as well as 
button and wheel placement 
and response - and this is 
where Microsoft's mouse pulls ahead. 

Microsoft Cordless Wheel Mouse 

Microsoft's wire-free offering uses a slightly modified design of their 
hallmark IntelliMouse, the most notable difference being that the new 
mouse is ambidextrous. By removing the cun/ature of the original 
IntelliMouse, the Cordless Wheel Mouse (CWM) will fit the hands of 
both righthanders and southpaws alike. Button design is very simple: 
left and right, and this rodent's wheel has very clear click-points that 
served well for weapon switching in shooters, and for zooming in/out 
in HOMEWORLD. The buttons also felt solid and were very comfort- 
able during long 3D-shooter sessions. About the only complaint CGW 


editors had was the lack of a thumb button. The mouse’s weight was 
very dose to a typical Microsoft mouse, and wasn't a problem. All told, 
this is a great mouse whose relatively low price and “goes both ways" 
design will keep lefty and righty mousers alike happy. 

Logitech Cordless MouseMan Wheel 

Logitech took their very com- 
fortable WheelMan canted 
design and turned it into a wire- 
less offering. But in making the 
move to leash-free, they made 
some design changes that make 
this mouse less comfortable to 
use than its tethered sibling. First, 
in order to accommodate the 
wireless transmitter circuitry, 
Logitech moved the left and right mouse buttons back onto the mouse 
body. Couple that with two short-throw buttons, and the result is that 
we often found our fingertips off the buttons in 3D shooters, which can 
be fatal. Logitech's canted design is comfortable, and their thumb but- 
ton is a plus-but the Cordless MouseMan’s wheel didn’t quite have 
the sure feel of Microsoft's wheel. Also, this Logitech is a little over 25 
percent heavier than a standard Microsoft mouse, and you could feel 
the weight difference after prolonged use. This is still a fine mouse, 
and if you like Logitech's canted design, then this may be the one for 
you. But because of their moving of the left and right buttons, the 
cordless proved a little less sure-handed than the conventional 
MouseMan Wheel. -Da/e Salvator 


! THE WEIGH-IN 

Varniint 

Weight [oz.] 

Microsoft IntelliMouse (baseline) 

4.6 

Microsoft Cordless Wheel Mouse 

5.1 

Logitech Cordless MouseMan Wheel 

5,8 



Requirements: PC with suiiiiorted game port; 
two AAA batteries. Price: S4Q 
Manufacturer: Interact Accessaries 
Contact: www.lnteract-acc.com 


Duly Shocked 


I f you've envied the PlayStation players their Dual- 
Shock gamepads, envy no more. Interact has felt your 
pain and offers you the HammerheadFX, a force-feed- 
back gamepad that rumbles when, say, you get shot in 
a 3D shooter that supports the effect. Although it 
requires a pair of AAA batteries, the rumble effect taps 
into DirectX’s force-feedback capabilities and works 
quite well. 

The HammerheadFX doesn't support USB, nor can it 
be daisy-chained, unfortunately, but installs easily. The 
profiling software is somewhat nonintuitive, but the con- 
troller is fully Directlnput-com- 
^ -4 pliant, and so is easily config- 

^ ^ ^ ured within most games. You 

can set it up to use the twin mini-joysticks, or one joystick 
and the D-pad. Control response is quick and fluid. The 
one downside is that the unit is rather weighty; my fore- 
arms got a little tired after a half hour, -Loyd Case 



DIAMOND HOMEFREE DSD NEEWORKINB KIT 


Requirements: Free USB port; Windows S8 for PC or USB-equipped Macintosh 
Price: $138 Manufacturer: Diamond Multimedia Contact: www.dratnoiidiiitii.coni 


Easy, but Not So Fast 

D iamond’s HomeFree USB phone-line networking kit arrives on the 
scene just as other companies are starting to ship 1 0Mbit/sec home 
networking kits. Unfortunately, Diamond's kit is limited to 1 megabit per 
second. Despite this deficiency, I found the 
W Diamond USB kit to be easy to install, fully-fea- 

tured, and great for gaming, provided you have 
the requisite phone jacks. Note that, as with any home phone-line kit, your 
phone setup needs to exist on the same sets of wire pairs. 

The network module looks like a pale blue, translucent modem. There are 
three ports: one for the USB connection to the PC, one to connect to a 
phone jack, and the third to attach a phone. The module draws power from 
the USB port, so there's a refreshing lack of power brick. The kit includes 
Macintosh and PC drivers, wiring, Internet sharing software for two PCs (or 
one PC and one Mac), and documentation. Setup is a snap: Plug the module 
in, install the software, and let it walk you through the network install process. 
The setup software is very friendly and smart. 

The real downside is performance. For gaming, the ping time is a very good 
33ms, but the transfer time is pathetically slow; a 10MB file took nearly two 
minutes to move from one PC to the next. 1 wouldn't use this to install large 
games over a network. -Loyd Case 




158 


FEBRUARY 2000 


:gw.gi 


• COMPUTER GAMING WORLD 






HARDWARE 



Cheap Ride 

E ver driven your car with a joystick? Didn't think so. So why are you still trying to get 
through games like NEED FOR SPEED using that old joystick? I know, it's not worth 
the $1 00+ investment to get a wheel. But Saitek might have what you're looking for: 

a decent wheel for part-time motorheads that comes in under 
^ $50. Their new R1 00 wheel is a no-frills wheel that installs 

easily, handles well, and surprisingly, has pedals that don't 
suck-a hallmark of nearly all “budget-oriented" wheels. 

The R1 00 has a single screw-peg that attach- 
es the wheel to your desk, and you can 
mount/dismount it quickly and easily. I took the 
R100 for a rip through NEED FOR SPEED, and 
the R100 was well-heeled, though the wheel 
itself has a somewhat springy feel. But it tracked 
evenly from hard-left to hard-right, and the ped- 
als even allowed for somewhat subtle acceleration and braking. The wheel has two front 
buttons, and two shifter paddles, and all worked without a hitch. 

For the part-time wheelman, the R1 00 will get the job done without walloping your wal- 
let. Better pedals would be a welcome addition, but for under $50, they'll do. -Da/e 
Salvator 


SAITEK R10D WHEEL 


HequIrBmonls: Soimdcanl joystick port 
Price: S49.95 Manufacturer: Saitek 
Contact: www.saitekusa.cam 



3COM HOME NETWORK ETHERNET KIT 


I Price: $180 Manufacturer: 3Com Contact: www.3com.coiTi j i 

Fast and Easy, but Not Cheap 

N etworking is a pain. Installing the cards, stringing cable, and 
getting it all talking is not a chore for the faint-of-heart. Along 
comes networking behemoth 3Com with a home Ethernet kit 
that claims to be easy to install. 

It's certainly the simplest Ethernet kit I’ve seen, but you still have to 
be comfortable with popping open the hood of your PC and installing 
PCI cards. The kit comes with a five-port hub, two 3C450 PCI home 
.... networking cards, cables, directions, and 

^ T-1 a pack of CDs. The hub is "stackable," 

meaning it can be uplinked to another 
future hub if you need more ports. The software includes a Windows 
98 to Wndows 98SE upgrade CD, Microsoft’s HomeClick Network 
Software, and a sampler CD of Microsoft games. 

The key is the HomeClick software - it automates most of the net- 
work setup. By following the onscreen directions you can have a fast 
ethernet network going within a half hour, if you already have 
Wndows 98SE. The twisted pair cable is a little unsightly, but the 
fast transfer time (10MB in less than six seconds) and low ping times 
(33ms) make for a pleasant gaming experience. The only downside is 
that TCP/IP addresses are assumed to be auto-assigned, so for the 
best results, you need to have Windows 98SE Internet Sharing 
turned on. Though SCom’s offering is solid, D-Link offers a similar- 
performing kit for about $1 00. -Loyd Case 


Coming Next Month 






WE'LL TELL YOU 

IN CGW’S 15TH ANNUAL 
GAME OF THE YEAR AWARDS 

A year’s worth of games enter the 
ring. ...only one emerges the CGW 
Game of the Year. What’s it going 
to be? HOM EWORLD? AGE OF 
EMPIRES 2? UNREAL 
TOURNAMENT? SYSTEM SHOCK 2? 
HIGH HEAT BASEBALL 2000? One 
thing it won’t be... easy to decide. 


159 








HARO WARE 


Killer Rigs 


l/Vhen you’re ready to put your 
dream rig together, check out 
caw.namesnot.com/features/pc 
workshopS/indeM.html for 
Loyd’s step-fay-step guide to 
getting your Ultimate Gaming 
Machine up and running. 



Kllpscli Promedia • 8250 • 

Daiiiilifiil im^ninn pIoqii finirnH 


Beautiful imaging, clean sound. ' 

Boston Acoustics BA-635 ‘ $70 
* Want back to our favorites, 


YOUR TWO BEST RECIPES FOR BUILOING THE ULTIMATE GAMING MACHINE 


The Fine Print: All recommendalions based on acluai evakiations and tcsbng. Prices listed are average low quotes from Web 
price search engines like www.comoulershoDoer.com or wvvw.oricew3tch.com . Compiled hy Dave Salvalor anr) Loyd Case. 


Milsutiislii DiamondPro 202Du • S1.250 
Pertactly flat; good USB support 

0ptiquBStV95 • S389 • Solid 19" 
monitor at a budget price. 


PI In-Will 0500 full tower ATX • S105 1 
^ New and Improved model. 

^ Antec Gemstone Case - $75 
2 The colors! The colors! 


Plonoer Bx SCSI DVD • $180 • New 
Pioneer slot drive DVO. Swoet! 

Pioneer DVD-IIA • $105 • Slot drive 
DVO. 


I Microsoti Natufal Keyboard Pro • $5^^^“ 
In with tfie Natural, out wilh tbe Nowtoucli. 


Microsoft internot Keyboard 
nice add-on buttons. 


S24 Giieap, 




□ Power Rig 


Componenl 

Motherboard 


Manufacturer 
Intel VCB2Q 


Microsoft Intolli-iiiouse Explorer rJH 
$65 • The mouse with no balls! 
Logitech USB Wheel Mouse • S30^ I 
Better than the "gaming" mouse. 


Price The Skinny 

S14Q AGP4X 


Interact Hainmer-headFX 
S40 • Dual shock clone. 


CHF16 Combatslick 
USB • $65 • It just 
feels right. 

GH Gamestick 3D 
$42 * Solid symmet- 1 
rlcal stick, 


Hard Drive 

Quantum Allas 10k 

$680 

Runs warm, runs fast 

■ 


Backup 

Creative DVD-RAM drive 

$599 

2 nios of backup 

■ HiRiin MiinninR 

Hard Drive Cooler 

PC Power and Coolino Bav-Cool 

$49 

Keen that Atlas lOk cool! 

aiwMii ■ 


CD-ROM 

Pioneer 6x SCSI DVD 

$160 

New Pioneer slot drive DVD. Sweet! 

Component 

Manufacturer 

Monitor _ 

Mitsubishi DiaiiiondPro 202f)j 

$1,250 

Perfecllv flat: nnnd USB sunoort 

Motherboard 

Asus P3B-F 

Pfimarv Audio 

Sound Blaster Live Platinum 

$175 

For fpiir-soeakei DirectSoiind. A3D and EAX 

H CPU 

Pentium 111/550 

Speakers 

KKusch Promedia 

$250 

Geanliliil imaniiia clean sound 

Memory 

128MB PC100 SDRAM 

Modem 

3Coni SDSL mudem 

$400 

DSL at last 

Primary Graphics 

Creative Labs Graohics Blaster TNT2 Ul 

Nelworkinp 


$60 

For franuino mv buddies 

Floppy Drive 

Teac 

Netwprkino Hub ^2^* 

Neinear DS108 

$170 

Multiplaver & DSL modem sunoort 

|H Hard Drive 

IBM Deskstar 226XP g.1GB 

Case 

In-Win Q500 full lower ATX 

$105 

New improved model 

H CD-ROM/DVD 

Pioneer DVD-114 

Power Supply 

Silencer 275 

$99 

More DQwer. Scottv! 

Monitor 

Ooliauest VGS 

Keyboard 

Microsoft Natural Keyboard Pro 

$59 

In with the Natural, out with the Newtouch 

Primary Audio 

Aureal Vortex2 Suoerouad 

MousefPointinp Device’'**«iK Microsoft Inlelliniouse Explorer 

$65 

The mouse with no balls! 

Sneakers 

Boston Acoustics BA-63S 

Action Game Controller 

Interact HammerheadFX 

$40 

Dual shock clone 

Madam 

Actionlec PCI Call-Waitinn Modem 

Flioht Joystick 

CH FI6 Combatslick USE 

$65 

It just feels riuht 

■ Case 

Antec Gemstone Case 

Rudder Pedals 

CH Pro Pedals USB 

$100 

Nearly perfect foot placement 

■ Keyboard 

Microsoft Internet Keyboard 

Driving Controls 

ECCI CDS 40CD 

$1,260 

For the serious sim driver 

Mouse/Pointino Device 

Locitoch USB Wheel Mouse 

1 Total $7,526 ■ 

Joystick 

CH Gamestick 3D 







HARDWARE 


“Which 3D Card Should I Buy?” 


I f there’s one question readers have asked us more than 
any other, this would have to be it. So, you asked for it, you 

got it. Choosing the right 3D card depends on your CPU and your mother- 
board. So we have two recommendations for you. 

Choice A: If your CPU is a Pentium 233MH2 or slower, or your motherboard 
is all-PCI (no AGP), or you’ve got a motherboard-down AGP graphics chip with 
no AGP slot, then get 3dfx's Voodoo3 3000 PCI board. At just under $150, the 
VS 3000 delivers great price/performance, and will do a very good job with 
current games, and a good job with games coming out soon. And the best part 
is that when you swap in a new motherboard/CPU, you can migrate the 
Voodoo3 board to the new setup and use it there until you decide to get an 
AGP-based 3D card. 

Choice B: If your motherboard has an AGP slot, then go with Creative’s 3D 
Annihilator 3D Pro, which goes for around $300. A somewhat pricey bugger, 
but this GeForce-based board uses DDR SDRAM memory to keep the 
GeForce’s four pipelines fed and happy. If you can’t stomach a $300 invest- 
ment, then consider Creative’s 3D Blaster TNT2 Ultra, which is available now 
for around $150. 

Even if you're running a Pentium-il 233 or 266l\/lHz CPU, when you upgrade 
motherboard/CPU, you can migrate either of these cards into your new setup, 
and they’ve got room to grow with whatever CPU you mate them with. 


3D NEWS FIASH! 3dfx Napalms Comdex 


3 dfx finally took the wraps off its Napalm project, and 
announced a series of products based on its new 
chip. The company stated that this is the last graphics chip to be 
based on the Voodoo architecture: the next chip, code-named Rampage, has 
been built from the ground up with a new architecture. 

The chip formerly known as Napalm is now the VSA-100, which sports a fill 
rate of 333-367Mpixels/sec, depending on clock speed. To put this in perspec- 
tive, nVidia’s new GeForce 256 chip delivers about 480Mpixels/sec, and their 
TNT2 Ultra comes in at around 300Mpixels/sec. Boards using the VSA-100 will 
ship in two flavors; single chip (Voodoo4) and multichip (VoodooS). That's right 
kids, SLI is back, but a single board this time. The Voodoo4 will ship with a 
single VSA-100 and 32MB of RAM. It will not be able to handle 3dfx’s much 
ballyhooed T-buffer effects. Pricing will be around $179. 

The Voodoo5 comes in three flavors: the 5000 PCI, the 5500 AGP and the 
6000 AGP. The 5000 has two VSA-IOOs and 32MB of RAM (which is effective- 
ly 16MB of video memory due to the way SLI works). The 5500AGP will also 

have a pair of VSA-IOOs, but 
64MB of RAM (32MB effective 
memory). Both cards do full scene 
anti-aliasing, though with a perfor- 
mance hit. The PCI card’s sug- 
gested price will be $230, and the 
AGP card will come in at $299. 

The mother lode is the 6000, 
which has four chips, 128MB 
video RAM (again, 32MB effective 
memory) and, get this, its own 
separate power supply. That’s 
right, you’ll have to plug this into 
a wall outlet. Oh, and did we men- 
tion it will he $600? Ouch. But it 
does deliver humongous fill rate- 
roughly 1.3-1.47 gigapixels per 
second. -Loyd Case 


Price 

S125 

The Skinoy 

5 PCI slats. Softinenu. 440BX. readv for Pentium III 

S350 

Half a Qiaaherlz and SSE 

$188 

128MB at last 

$150 

Went for 32-bits 

$20 

Still aotia have it 

$135 

IBM's low cost, fast drive 

$105 

Slot drive DVD 

$389 

Solid 19" monilor at a budaet orice 

$99 

A30 and clean audio for under a C-nole 

$70 

Went back to our favorites 

$91 

Solid Derfomtance. oood crice 

$75 

The colors! The colors! 

$24 

Cheao. nice add-on buttons 

$30 

Better than the "aaminn' mouse 

$42 

Solid symmetrical slick 



KEVENGS 



SO SWEET. 



www.rockfire.net 

sales@rockfire.net 


Cali 510.521.5028 for 
the dealer nearest you. 

Rocktire IS a trademark of Padi> Inc. 
01999 Padii. Inc. All rights reserved 







HARDWARE 



BY LOYD CASE 


Arrrgghhh! 

A Bit of Fire and Brimstone About Ease-of-Use 


I recently ripped a VoodooZ graphics card out of 
my system in sheer disgust. My anger and frustra- 
tion was not directed at the Voodoo2 card, which 
has been one of the most trouble-free and reliable 
pieces of hardware I've ever used. No, my ire was 
directed at Electronic Arts. 

The Voodoo2 card lived in my computer next door to a 
TNT2 Ultra card. When I recently installed Electronic 
Art's NEED FOR SPEED: HIGH STAKES, I wanted to run it 
in 32-bit color. But when I ran NEED FOR SPEED'S 3D- 
setup program, I was offered two choices: Glide 
3D or software 3D acceleration. Huh?! The game 
was designed to support Direct3D! 

I only wanted to take advantage of a feature 
that was built into the game. But the design 
oversight by some numbskull at Electronic Arts 
was standing in my way. Only after I uninstalled 
the Voodoo2 card and flung it out of my system 
in revulsion did the game allow me to choose 
Direct3D. But then it promptly informed me that 
"my hardware was unsupported.” 

My scream was deafening. I hope it shook a 
few Silicon Valley engineers out of their beds. 

I've said it before, and I'll surely say it again: 
Computers should just be easier to use. I don’t mean 
easy like a toaster. I don't mean that the PC needs to 
fundamentally change to work more like, say, a televi- 
sion. I’m not talking about some future where we’ll talk 
to our computers and they'll respond in a sexy voice. 

I’m talking about the hundreds of little ways, here and 
now and today, that computers could be better 
designed for greater ease-of-use. I'm talking about elim- 
inating the stupid design decisions or oversights that 
need never occur if hardware and software engineers 
spent a moment or two meditating at the Temple of 
Common Sense. 

Patchwork Quilt 

It's a given these days that games will require patch- 
es. Ignoring the issue of whether patches should be 
necessary {Jeff Green has mercilessly beaten that 
horse already), they are a fact of life. If that’s true, why 
are patches so difficult to install? 

For example, when running many patch setup pro- 
grams, I'm asked to specify the location of the game 
on my hard drive. Huh? This is a Windows world. The 
patch program should just check the Windows registry 
or search the drive. 


I’m not talking about patches that are just com- 
pressed files containing whole files to copy over to the 
game directory. I’m talking about elaborate patch pro- 
grams with dozens of components. My favorite was the 
patch that asked me, “You have version xxx.x of the 
game, right?" Gee, I dunno. You tell me! 

Now let’s talk compressed files. All of you who have 
had to download patches, then "unzip" them, raise your 
hands. What an annoying process! 

For one thing, there's no consistency as to where the 
unzipped files get placed. Then there are the differing 
decompression programs that default to different direc- 
tories. Imagine the new gamer who has no clue what a 
“.zip" program is, poor soul. No wonder console gaming 
is growing faster than PC gaming. 

This is not rocket science. Most commercial zip pro- 
grams can create easily executable fUes. Some of the 


Maybe a few hardware 
engineers and programmers 
will read this and make a 
much-needed pilgrimage to the 
Temple of Common Sense. 0 — 


better ones will auto-launch a program, like an install 
script. I know they exist, because some patches do 
show up that way. Why can’t all of them? 

Hardware Headaches 

Installing hardware can be equally painful. Many of us 
have been through the hell of installing a graphics card 
or sound card. But those are extreme examples. There 
are simple things that can be done to ease our pain. 

For instance, why do the Sound Blaster Live cards 
that ship with systems from Dell and other big comput- 
er companies have color-coded connectors, but the $200 
Sound Blaster Live does not? Why aren’t all ribbon 
cables and matching connectors keyed, so that you 
can't insert them incorrectly? 

The same goes for USB connectors. And why are USB 
connectors still on the back of PCs? Why are those terri- 
ble, fragile, four-pin power connectors still used for hard 
drives, when the ones used for floppy drives are so 
much easier to connect? 

I could go on and on, but I’ve run out of space. Maybe, 
just maybe, a few hardware engineers and program- 
mers will read tlris and malce a much-needed pilgrimage 
to the Temple of Common Sense. Hey. a columnist can 
hope, can't he? M'.'i 


162 


FEBRUARY 2000 


:gw.gi 


• COMPUTER COMING WORLD 





Yamaha’s exclusive Advanced Active Servo Technology delivers thunderous low end and brilliant highs. 
The YST-MS30 and YST-MS35 (USB) multimedia speakers will dramatically enhance your gaming and 
music/MP3 listening experience. Act now and get one for as low as $49.99*. 



Save $20 
when you buy now! 

Gcf a S20 rcbiiic from Ynimiha 

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The WsY Your Computer Should Sound. 


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amazon.com 



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100-592-4239 



liljGjpCenijR nxnmBEBom 

800-367-7060 




HARDWARE 


Tech Medics 



Yau^/e Gat C3uestians, We^/e Got Answers ny Loyd case and oave saivator 


Drawing A Blank [Screen! 

I f I leave a game alone for about a half hour, the screen goes 
completely dark and when I try to resume, the sound is usual- 
ly off. This is not the screen saver, which I disabled. Is there a 
way I can prevent this from happening? 



Wounded on the technologi- 
cal front? Our medics may be 
able to patch you up and get 
you back into the action. 

Send your gaming-related 
technical questions to 
cgw_hardware@zd.com. 


Your computer is going into "sleep 
mode. '' From the Display control panel, 
click on the "Screen Saver" tab, then click on the "Power" or 
"Settings" button on the lower right (depends on which version of 
Windows 98 you have). Select the “Always On " option. If you want 
your monitor to remain on, select the “Never" setting for turning 
off the monitor, or the number of minutes you want your system to 
wait before it puts the monitor into sleep mode. 


Slot Swap Bingo 

recently added a new sound 
card. Windows detected the card, 
but then couldn’t find the drivers, 
so I added the drivers and restart- 
ed the computer. When Windows 
came up, I checked in Device 
Manager and saw the yellow excla- 
mation mark next to the sound 
card. It said that the drivers were 
not installed. What did I do wrong? 

Sounds like there's an unknown 
I/O resource conflict of some kind. 
Try moving the sound card to anoth- 
er PCI slot. With sound and network 
cards, it's generally good practice to 
avoid the slot directly adjacent to 
the AGP slot. In motherboards with 
five or more PCI slots, you may 
want to avoid the very last slot with 
these cards as well. 

Slurping Acronym Soup 

W hen an upcom- 
ing video card 
like the ATI Rage 
Fury MAXX says that 
it supports texture 
compression, is that 
the same as support- 
ing S3TC, like the 
Diamond Viper2 will? 

From what I've gath- 
ered from previews, 
the MAXX will sup- 
port DX6 and DX7 
compression. Is that 
the same? Will it sup- 


port the S3TC textures of QUAKE 3; 
ARENA, as this is not a DX game? 
Any enlightenment you could share 
would be greatly appreciated. 

The texture compression in 
DirectX is, in fact, S3TC. Microsoft 
makes S3TC available in a flavor 
called DXTC for Direct3D. 

However, if a company wants to 
use S3TC in an OpenGL game, 
they need to license it dj'rectiy 
from S3. Recently, ATI has 
announced a licensing agreement 
with S3, but they're the only PC 
graphics maker to date to cut such 
a deal. 

Good PCI Card 

O n my eMachine computer, all I 
have for a 3D accelerator is a 
PCI slot. I read CGW and saw that 
you recommend a Voodoo2 1000. 
But I want more than 12MB. What 
would be another good 3D acceler- 


ator for a PCI slot? 

Your eMachj'ne has a fairly fast 
CPU, so a Voodoo3/3000 PCI might 
be a better fit than a VoodooZ. 

However, you need to determine if 
the graphics hardware currently 
built into the system can be dis- 
abled. If it can, then consider the 
Voodoo3/3000 PCI accelerator. 

Cheaper 1b Build or Buy? 

am a college student. I was 

wondering if it would be cheap- 
er/better to build my own system, 
or to buy one complete from some- 
where like Gateway and do a 
financing program. The main rea- 
son I would like a computer would 
be for games, mainly strategy 
games like TIBERIAN SUN and 
SEPTERRA CORE, but I would also 
like it for Quicken and Word. Any 
advice would be appreciated. 

This is an age-old 
question that has no 
clear answer. It's not 
necessarily cheaper 
to build your own 
system. But if you're 
comfortable doing 
this, it's almost 
always better, 
because you have 
100% control (within 
your budgetary con- 
straints) over the 
components that 
make up th at sys- 
tem. 


Quick Tip: Easy Access to Game Controller Panel 


T ired of plowing through the Control Panel to see if your 
joystick is connected or calibrated? There's an easy 
solution: Create a Game Controllers shortcut on your 
Desktop. To do this, open Control Panel, right-chck the Game 
Controllers icon, and hold down the right mouse button. 

Drag the “ghost" of the icon onto your Desktop and release 
the mouse-button. Select “Create Shortcut(s) Here" to create 
the shortcut, and voila — instant access to the Game 
Controllers control panel. This is especially handy for gamers 
who like to use different controllers for different games. 


1E4 


FEBHUAflY 2000 • cgw.g: 


ispot.coin • COMPUTER GAMING WORLD 





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D-Link Systems, Inc. All other trademarks are property of their respective owners. ©Copyright 1999 D-Link Systems Inc. All rights reserved. 







GAMING 



by Thierry “Scooter ” Nguyen 


Pistol-Packing Pokemon 

T he most memorable multiplayer experience I've had 
recently didn't involve an Assault level in Unreal 
TOURNAMENT. Rather, it prorainenily featured charac- 
ters like Pikachu, Mario, and Donkey Kong, and it wasn't even 
on a PC. I'm talking about how I’ve spent a lot of my down- 
time playing SUPER SMASH BROTHERS on my neighbor's 
Nintendo 64. 

If you’ve never played it, imagine a traditional fighting 
game seen through the eyes of Japanese children's show pro- 
grammers. Instead of the same ol’ martial artists and panty- 
flashers in other fighting games, this one has the signature 
characters from Nintendo’s most famous 
games, and doesn’t even have any blood. 
What appeal could a Pokemon/Mario 
fighting game have for me? The four- 
player mode. 

While the PC is spearheading the 
multiplayer revolution, it’s missing 
the multiplayer appeal that can be 
found in arcades and consoles 
everywhere: human contact. In PC 
action games, you’re almost always 
playing from the comfort of your own 
system against people who are, in turn, 
in their own environments, while the con- 
soles and the arcades collert their players in the 

same area. 

I wonder why there aren't as many “head-to-head on the 
same machine" options for shooters as there are for sports 
games right now. Sure, it’s fun to anonymously frag some 
goon online, but it's way more fun to talk trash face to face. 
Even if voice technology becomes workable, seeing your oppo- 
nent’s expression is half the fun. Only hermits find the distant 
anonymity more appealing. While LAN games are a pretty 
good substitute, it’s not always convenient to lug your 

machine to your buddy’s house. 

It's easier to just play a 


Matrix, 

The Game? 



Scooter’s 

Mix 

1. Dogma 

2. UNREAL 
TOURNAMENT 

3. Paradise Lost 
by John MUton 

4. Saving Private 
Ryan on DVD 

5. 1 Am Legend by 
Richard Matheson 


A fter I wrote about creative 
licenses in my December 
column, I read a story 
about how Hideo Kojima (the 
director of Konami’s METAL 
GEAR SOLID for the 
PlayStation) talked with the 
Wachowski brothers 
(writers/directors of The Matrix) 
about how he admired the 
movie. The Wachowskis, in turn, 
talked about their addiction to 
METAL GEAR SOLID after 
putting The Mafr/> together. Of 
course, with these like-minded 
individuals coming together, 
rumors of a Matrix game began 

flying. Nothing official has been confirmed, but this sounds 
like an interesting first step. I'll keep you posted. 


Head-to-Head Shrink 

S ince I’ve been using common sense psy- 
choiogy to make my point In a couple of 
columns (namely “Deathmatch is Dead” 
and this one), I found a recent article about mul- 
tiplayer psychology fascinating. This paper was 
originally published in the proceedings of the 
1999 Game Developer’s Conference, and 
Gamasutra has reprinted it at 
www.gamasutra.com/ 

features/19991110/Baron_01.htm. Check it out 
while you're waiting for that new version of 
COUNTERSTRIKE to download. 



console game that he has right there. 

What are the obstacles to head-to-head PC gaming? 
Playing a deathmatch on one machine will require split- 
screening, which some claim takes away from the experi- 
ence, but I don’t see those GOLDENEYE or QUAKE64 
addicts complaining. Monitors would have to be bigger, 
since 17 inches can get crowded with four players. The 
only teal obstacle is the control scheme, because even with 
USB, two sets of keyboard and mouse are impracti- 
cal. Gamepads are getting more shooter-friendly, 
like the SpaceOrb and Microsoft's Dual Strike. The 
Gravis Xterminator is another step in the right 
direction; reposition one of the D-pads, and use one 
for movement and one for mouselook (a Ja the 
GOLDENEYE control scheme). 

Given some time, single-machine-multiplayet 
may become more plausible. But until developers 
start trying it. I’ll have to stick to playing on my 
friend’s Drearacast or Nintendo 64 to get a regular 
dose of in-your-face multiplayer. 333 




by Robert Coffey 



fTTTTm 

It’S Okay To nay With Yourself 

I magine you're a square-headed lipless freak, irredeemably ugly, shunned by all of 
mankind and the bulk of the animal kingdom. Your only hope for a normal life is to have a 
human head transplant. But before you undergo your cranial upgrade, you’U have to make a 
decision - do you have the family doctor squeeze in the noggin-swap between flu shots and ear 
exams, or do you opt for a human head transplant specialist? I'm betting you'll pass up the risk of 
forever looking over your shoulder and choose the specialist. So why aren't more of us applying the 
same kind of logic to our thinking about solo and multiplayer gaming? 

One or the Other 

Just as action games are increasingly breaking down into either single-player or multiplayer 
titles, strategy games are subtly doing the same thing, 1 say “subtly," because so far no strategy 
title has flat out declared itself a multiplayer-focused title the way that games like STARSIEGE: 
TRIBES or UNREAL TOURNAMENT have. Yes, both of these games have or will have a single-player 
component, but the emphasis there is more on tutelage than on a hugely 
rewarding solo experience along the lines of HALF-LIFE. So why can't 
gamers cut the same sort of slack for strategy games? Why can't we let 
a game do one thing great? 

Look at JAGGED ALLIANCE 2, a rich, incredibly deep single-player-only 
game blessed with an enormous amount of replayability, yet a game 
some pundits in the gaming press dinged for not having a multiplayer 
side. Good Lord, why? I can think of nothing more tedious than slogging 
through a game of JA2 waiting for some anonymous online halfwit to decide 
whether or not to have one of his meres reload - let alone stand by whOe he manages all that mili- 
tia training. I'd rather choke on my own vomit. 

AGE OF EMPIRES 2 illustrates the other end of the spectrum. Sure the single-player campaigns 
are exponentially better than those of the first game, but AOE2 really shines in its multiplayer 
game. While I've fiddled around with the campaigns, I find myself primarily playing the game 
against other humans, or recreating that experience on a random map. As great a job as Ensemble 
did with the single-player game, for myself and countless other gamers AGE OF EMPIRES 2 is a mul- 
tiplayer game, and really nothing more. 


Not Every Strategy 
Game Needs 
To Be Multiplayer 



Rob’s 

Mix 

' 1. FREESPACB 2 

2. UNREAL 
TOURNAMENT 

3. SIM THEME PARK 

4. The minimalist 
opera, Einstein on 
the Beach, by Philip 
Glass and Robert 
Wilson 

5. ‘Who Wants To Be 
a Mlillonaire?” (still 
waiting for Regis to 
call me) 


Thank You, 
God 

J ust in time for burn- 
ing up those holi- 
day gift certificates, 
two of the most 
beloved CGlVHall of 


Unconditional Game Love 

Does this mean that games shouldn't have both a single- and a multiplayer side? Not at aU. A 
game like Command & conquer: Tiberian sun that does both pretty well, but neither over- 
whelmingly, would be fairly disappointing if it opted for just one side or the other. But the insis- 
tence of gamers that every single game give them stars as well as the moon hog-ties developers 
into delivering both types of games, whether 
they are called for or not. As exhilarating an 
experience as single-player HOMEWORLD is, the 
game as a whole is somewhat diminished by a 
multiplayer game that doesn't come close to 
comparing to its solo game. Had the multiplayer 
component aaually sucked, Relic's visionary 
masterpiece would have been significantly tar- 
nished by the inclusion of a feature for which 
there is just no real need. 

1 predict that we'll start to see a rise in strate- 
gy titles designed primarily for either multi- or 
single-player play. In fact, we might be starting 
to see the begirming of this in the shape of 
online-only titles like Verant's SOVEREIGN. The either/or model adopted by the action gaming genre 
will extend to the strategy side of the gaming world, with multiplayer games offering up limited 
campaigns as nothing more than training scenarios. 

And for this, we should be grateful. In a marketplace kneedeep in crap masquerading as enter- 
tainment, there's absolutely no reason why we shouldn’t embrace games that provide outstanding 
gameplay, regardless of focus. Denigrating a game that has fabulous solo play but has no multiplay 
is hke disparaging Hendrbc for not being Picasso - there's no basis for comparison. If we as gamers 
free designers from the limiting, greed-born tyranny of our unreasonable expectations, we will only 
be rewarded with better games. 

And a HOMEWORLD II that will kick your ass straight to the moon. 



Fame strategy games 
are out in new and 
exciting forms. Blizzard 
has finally granted the 
fevered wishes of 
WARCRAFT II fans with 
the release of the 
WARCRAR II 
BATTLE.NET EDITION. 
Forget about the 
enhanced controls, low 
$19.95 price, and the 
100 - 1 - new maps; the 
Battie.net Edition has 
only one feature that 
truly matters - free 
Internet play over 
Blizzard’s Battle.net. 

If that’s not enough 
retro gaming for you, 
look for Hasbro’s X- 
COM COLLECTOR'S 
EDITION. All three of 
the alien-busting epics 
are bundled in one box 
for $30. Forget about 
playing the misguided 
third game of the 
series, and focus on 
the first two, with their 
ingenious blend of 
strategy and squad 


level tactics. 


COMPUTER GAMING WORLD • cgw.gamespot.c 


' FEBRUARY BODD 


! 1B7 











SIMULUTION a SPAGE 

by Gordon Berg 


Fighter Pilot for a Day 1 

GW Editor Ken Brown - a shifty, shadowy, f 

■ behind-the-scenes kind of editor - called me i 
up recently and asked. “Ever hear of Air 1 


grognar(l@concenlric.net 



“See Gordon 
Fly. See 
Gordon Puhe. 

Puke, 

Gordon, 

Puke." 

Catch the 
photo essay of 

Gordon in all his high-flying glory at 
ww^cri5^om/~gfog.nard/airr.oiii.bal/, 


Bali High 

L ast year's cannibalization o1 
European Theater slms has 
a damper on the most obvio 


L ast year's cannibalization of WWII 
European Theater slms has placed 
a damper on the most obvious 
choice of follow>ups: a WWII Pacific 
Theater sim. Despite rumors of 
Microsoft doing COMBAT FLIGHT 
SIMULATOR 2 in the Pacific, we all know 
what happened to Dynamix’s ACES 
OVER THE PACIFIC 2, and I can’t dare let 
myself hope for a PACIFIC AIR WAR 2 
from MIcropros'e (yet). 

So, In an effort to spark some Interest 
and hopefully to provoke an effect akin 
to what Smallwood’s Strike Eagle had on 
the development of JANE’S F*1S, might i 
suggest the following tome: Fire in the 
Sky, The Air War in the South Pacific 
(ISBN#081332985X). Written by Eric 
Bergerud, this 723'page volume chroni- 
cles the strategy and tactics, the tech- 
nology, and most Importantly, the sto- 
ries of the pilots themselves from both 
sides of the conflict. 


When not engaged in aerial maneuvers, 

Gordon Berg woilrs as a network administrator 
for a non-profit social services oi^anization. 


Gordon’s 

Mix 

7. JANE’S USAF 


4. AGE OF WONDERS 


5. WARBIRDS (can’t 
miss squad night) 


Combat USA? You know, one of those dogfighting-for- 
real type of flights? Wouldn’t that make for a dandy 
column?" 

"That depends," I responded, "on how you feel 
about puking." 

“Oh. puking is great! ” Brown exclaimed. “Our read- 
ers really like puke. The more puke the better! " 

With that, I and my oh-so-weak stomach accepted 
the assignment: to throw up all over the skies of 
Cincinnati, 

Air Combat USA (and other services like it) definite- 
ly let you find out just what a real dogfight feels like. 

It's an adrenaline pumping, positive G-inducing, stom- 
ach wrenching, full blown (pun intended), incred- 
ibly intense once-in-a-lifetime experience. You 
are at the controls. You make the decisions. You puO the trigger. 

Such an experience begs some obvious questions: How closely can 
I compare a computer simulation to the real thing? What do I think 
most simulations get right or wrong? Just how many times did I 
I heave? 

What They Get Right 

Much to my surprise, most simulations capture the visuals per- 
fectly. Despite the obvious limitations presented by a computer dis- 
play, I had a sort of “been there, done that" experience while up in the 
air. For example, in many simulated dogfights there's an alternating state of 
energy advantage/disadvantage between both aircraft, especially in maneuvers con- 
taining a mixture of both vertical and horizontal elements. Each pilot experiences a 
fleeting moment of near elation, quickly followed by near panic because the target is 
suddenly an aggressor. I have long hated the way the opposing plane seems to 
hang suspended in mid-air, whDe you revolve around his axis and he dives toward 
your tail. “Bah," I always thought, "daiim 2D screens,” But that’s precisely what it 
looks like in real life. 

I'm also less inclined now to bitch about flight models. Much of what I did up in 
the air was the same tiring I’ve been doing for years on a computer, regardless of 
the simulation, WARBIRDS, EUROPEAN AIR WAR, JANE'S WWII FIGHTERS, SDOE - 
they all more or less recreate the fundamental concepts of ACM and BFM perfectly, 
by approximating any given fighter plane’s strengths and weaknesses. Yes, stalling 
a Mustang requires different techniques for each sim, but you still perform a low yo- 
yo the same way in each game. Even though each sim flies differently, they all do 
very well in capturing the heart of the fight itself: the tactics necessary to win. 

What Could Use Improvement 

There was one thing that got me into a lot of trouble up there, and for that I blame 
my sim experience. I was constantly buffeting my Marchetti, meaning I didn’t stay 
within its ideal performance envelope. Avoiding this requires a pilot to “ride the 
tickle" of the stick, but I had a hard time noticing the buffetting - 1 was too busy 
trying to point the nose of my plane at the enemy. In fact, if it weren't for my 
Instructor/Copilot ("Quit buffeting.. .quit buffeting.. .stop buffeting the damn air- 
craft!!!’’), I would have had no idea that there was a problem. 

Still, it explained why I often couldn’t quite line up my target. But if I didn't 
notice the problem in real life, how am I going to tell in a simulation? While most 
sims do penalize extreme behavior, hardly any give enough indication that you're 
doing something less than ideally. Force feedback is the most obvious solution, but 
I’ve yet to encounter a feedback effect as realistic and as subtle as what 1 personal- 
ly experienced. 

Oh yeah, I filled three barf bags while in flight, and one on the ride back to the 
hotel. This thrUled Ken Brown to no end. Now he's trying to get me to take one of 
those Mig rides over in Russia. Ken...uh,..no. 


COMPUTER GAMING WORLD 








by George Jones 


The PC That 
Knew Too Much 

B ack In our November issue, Inside 
Gaming questioned - with moral 
indignation > the pigskin integrity 
of MADDEN 2000 and NFL FEVER 2000, our 
official prognosticators for the current 
football season. We wondered what kind 
of drugs these games’ designers were on 
when we saw the Tennessee Titans and 
Jacksonville Jaguars dominating the digi- 
tal AFC. We gasped with horror when the 
Niners failed to make the playoffs, and 
when the Broncos barely played .500 ball. 

Who knew that MADDEN 2000 would be 
more right than Just about every sports- 
caster and odds-maker in predicting the 
abrupt changing of the guard the NFL has 
seen this year? This Is particularly the 
case in the AFC, where the Tennessee 
Titans and Jacksonville Jaguars did very 
well. In fact, in two season sims, Madden 
picked the Jags and the Titans to go to 
the Super Bowl. In both cases, however, 
the AFC champ lost out, first to the 
Vikings and then to the Packers. NFL 
Fever also picked the Jaguars to play 
themselves Into the Super Bowl. 

Outside of predicting that the 49ers 
would stink, neither game was very strong 
in looking at the NFC’s future. Both titles 
picked the Packers and the Vikings to play 
well. Both titles totally dismissed the 
Rams and Lions. 

Here are each game’s two Super Bowl 
predictions: 

NFL FEVER 2000 
Denver 27, Minnesota 14 
Jacksonville 7, Minnesota 28. 

MADDEN 2000 
Minnesota 24, Jacksonville 10 
Green Bay 31, Tennessee 17. 


Sports Game Controllers 

G iven the pending arrival of Microsoft’s brand 
new Sidewinder Game Pad, we assumed that 
our sports game pad decision was a no-brainer. 
But the controller's outrageously mushy, non-tactile 
directional pad (see our review last issue) makes it sur- 
prisingly horrible for sports games. With Logitech’s 
WingMan Extreme also failing to satisfy us - its overly 
long handles create too much fatigue in 
fast action games - we found our- 
selves right back where we 
started. 

Here's hoping that 
Microsoft gets it right the 
next time around- In the 
meantime, the CGW 
offices are currently divid- 
ed into two different old- 
school gamepad camps: the 
original Sidewinder Game Pad 
and Gravis' Game Pad Pro. 



George Jones: 
Sports Psvchic 


I write this before January 1, with no idea who 
will actually be reading this month's Inside 
Gaming: average, everyday human beings; or lip- 
less, drooling nuclear mutants with teeth where 

their eyeballs should be. I guess it doesn't 
really matter. No matter who or what 
you are— if you’re reading this, you 
like sports games. Or you’re des- 
perately in need of paper. 

Either way, I press on. 

Since this is the first official 
sports column of the “future,” 

I can indulge an urge I’ve had 
for many moons; making pro- 
found, earth-shattering predic- 
tions. Read and heed the wise words of George 
Sports Psychic. And take these futuristic visions to 




3. The Chris Rock 
Show (HBO) 


4. Snow Crash by 
Neal Stephenson 


S. Los Angeles 
Lakers (God's team) 


Jones, 
the bank. 


• Following in the footsteps of VR Sports and the unrealized ESPN PC sports 
line, Fox Interactive Sports will fail to make inroads into the digital sports arena 
and abandon the project, mostly due to a lackluster first year in a category domi- 
nated by other brands. Hey, I wish it weren't true, but the coffee grounds don't 
lie. And Fox’s first batch of games were average at best. By 2001, Fox Sports 
won't exist as a PC sports game label. 

• In the next two years, some bright sports gaming group will devise an amaz- 
ingly elaborate, widely-embraced online fantasy football league that will tran- 
scend the typical ESPN.com and Yahoo format 

by allowing more strategic depth than simply 
picking your starting players. (Imagine career 
rotisserie leagues with varying levels of difficul- 
ty in coaching strategy and front office decision- 
making.) EA Sports has a little bit of a head 
start here. Will they be the golden ones? The 
crystal is cloudy.... 

• Infogrames (or someone else) will try to res- 
urrect the HARDBALL series. It will not work. 

• A wise sports game group will create a 
sports game that incorporates story and role- 
playing. The gaming equivalent of Hoop 
Dreams or The Longest Yard. 



• Text-based sports games will make their 

return.. .on the Web, in Java. Perhaps in multiplayer form, these could serve as 
the sports junkie's equivalent to “classic" gaming like checkers and chess. 

• We'll see yet another Monday Night Football game. It will suck, just as the 
previous two incarnations did. 

• Someone will take a stab at a game that allows five-on-five or eleven-on- 
eleven multiplayer action. The only thing I can't predict is whether or not it will 
work. If someone figures out ways to balance these multiplayer games so that 
everyone plays a meaningful and interesting role, it will work, 


COMPUTER GAMING WORLD 


FEBRUARY 2000 


169 








by Desslock 



RPG / ADVENTURE 


Going Pagan 



I n spite of its funky proprietary memory manager, 
chaotic combat, and the nasty bugs in its initial 
release, ULTIMA Vll; THE BLACK GATE is now regarded 
as one of the best role-playing games ever made. Creator 
Origin Systems knew that ULTIMA VII was special, even for a 
product in computer gaming's most acclaimed series, and 
quickly released an equally successful spin-off and two expan- 
sion packs. 

In spite of the accolades the game and its spin-off garnered, 
Origin Systems opted for a substantially different design for 
the next core game in the 
series. The result was 
ULTIMA vni: PAGAN, a game 
that was almost universally 
panned by ULTIMA veterans 
and the North American gam- 
ing press. 

While other games that 
receive poor reviews quickly 
fade from memory, PAGAN inspired gamers to hurl vicious 
criticisms at Origin Systems (and its new parent company, 
Electronic Arts), initiate accusations of betrayal, and clamor 
for a virtual coup of ULTIMA’S sovereign, Lord British. 

The backlash caused Origin Systems to reconsider the 
direction the series had taken, resulting in the cancellation of 
the planned expansion pack and delaying the release of the 
next game for over five years. With the benefit of hindsight, 
I'm going to reexamine whether the outcry was justified, or 
just the result of unreahstic expectations. 

Mario the Avatar? 

Even though each successive 
ULTIMA game sold more copies 
than its predecessors, by the mid- 
1990s role-playing games were no 
longer the most commercially suc- 
cessful genre. The creators of 
PAGAN tried to reach a broader 
audience by emphasizing visceral, 
action-oriented gameplay and 
downplaying the complexity and 
non-linearity of earlier Ultima 
games. Making a more accessible 
game was an understandable cor- 
porate goal, and even if that decision alienated veteran fans, 
it wouldn’t inherently result in a bad game. 

Unfortunately, even judged as an action/RPG hybrid. PAGAN 
was disappointing. Action-oriented jumping puzzles and 
arcade-like combat didn’t just feel out of place; they were 
badly implemented. Combat lacked the depth and fluidity of a 
polished action game and was, at best, a dull clickfest. At 
worst, it was extremely frustrating. The isometric perspective 
and interface proved pathetically inadequate for the jumping 
puzzles. It was extremely difficult to predict where your char- 
acter would land, making each of the hundreds of mandatory 
jumps a potential trip to the reloading screen. 

PAGAN'S soundtrack was outstanding, but few gamers had 
General MIDI sound cards, and the non-MIDI soundtrack was 
far less interesting. The character animations were excellent, 
but in many ways the graphics seemed less stunning than 


those in ULTIMA VII. The beau- 
tiful beaches of that game, for 
example, were replaced in 
PAGAN by jagged, blue "edges" 
that bore little resemblance to 
actual shorelines. Gamers 
would have to wait a couple 
years for Blizzard’s DIABLO in 
order to play a well-crafted, 
accessible, action-oriented RPG 
hybrid. 

Lack of Morals 

Judged as an ULTIMA game, 

PAGAN rates even worse - as it 
abandoned most of the iimova- 
tions that made the ULTIMA 
series so popular. The games 
were legendary for their 
detaUed and immersive gaming 
worlds, but PAGAN provided a 
non-interactive, stagnant realm that was populated by only a 
handful of NPCs. 

Gone were the day/night cycles, the interactive environ- 
ment, and meaningful subquests. A more notable omission 
was the ethical theme infused in the series since ULTIMA IV. 
Since that landmark game, the ULTIMAS had established both 
an ethical code of virtues, and plots with great moral depth. In 
PAGAN, the series protagonist, the Avatar, enters an 

unknown, relatively-stable world 
and leaves it in shambles, all in 
pursuit of a selfish quest to 
return home. There was nothing 
virtuous about the Avatar's 
actions, and there was certainly 
no moral depth. It was just a bad 
action game that foolishly aban- 
doned the traditional strengths 
of the series. 

ULTIMA Vni: PAGAN was a 
project that failed on almost 
every level. A significant patch 
subsequently fixed the most 
egregious problems, but that 
effort came too late to save it from gaming infamy. Series cre- 
ator Richard Garriott would later apologize for pagan, saying 
his terrible strategic mistake was deciding to be a good corpo- 
rate citizen and ship the game on schedule, instead of when it 
had been properly polished. 

It's been a long time since PAGAN was released, but the 
game is still worth remembering as an example of how a lack 
of perspective can cause an experienced development team 
with justifiable ambitions to produce a disastrous product. Did 
they fare any 
better with 
ULTIMA IX? My 
verdict on that 
game is on page 
86 of this issue. 


Revisiting the 
Darkest Hour in 
the UITIMA Series 



Desslock’s 

Mix 

1. ULTIMA IX: 
ASCENSION 

2. The final cut-scene 
in FREESPACE 2. 

3. Game soundtracks 
in special-edition 
releases. 

4. The Insider 

5. VAMPIRE THE 
MASQUERADE: 
REDEMPTION (alpha) 


For daily RP6 news updates, check out 
Desslock’s RPG News at 
desslock.qaniespot.com . 












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'URBAN CHAOS' The year Is 1999. 
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into the tattered remains of this city 
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zens. Explore the constantly shift- 
ing urban terrain. Exploit multiple 
modes of combat & action. Meet 40 
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with weather and time effects. 
Eldos (Action) 

Release: 12/99^ 

PC CD 


‘SOLDIER OF FORTUNE' 
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down a fanatical 
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26 levels In 10 
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j STARS’ Turn-based 
I strategy of gaiactic 
I exploration, colonization 
I & conquest. Dive into the 
[immense range o( player 
controlled game parame- 
jters or simply focus on 
galactic exploration and 
enemy destruction. 
Features more than 30 
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unique species, a diplo- 
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play, a powerful scenario 
editor and tactical com- 
bat. 


Mindscape (Strategy) 


G.O.D. (Strategy) 
V Release: NOW 
> PC CD 




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ROLE PLAYING J ! BOARD GAMES | 


COMPUTER GAMES: STRATEGY 


'STAR TREK: NEW WORLDS’ Play 
as the Federation. Klingons or the 
Romulans in the year 2292. Each 
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perspectives. Features a variety of 
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complete control over the 30 world 
and its inhabitants. 


Interplay , 

Release: 2/01 
PC CD 


Dungeon Keeper Gold 
Eanh2150 
Emergency Rooin 2 
Empire of me Ams 
Entrectcneur 
Entrepreneur Corp Exp 
Evolution 
Extreme Tactics 
Farmland USA 
Final Countdown 
Fleet Command 
Force 2 1 

Fragile Allegiance 


COMPUTER GAMES: ROLEPLAYING 


COMPUTER GAMES: WAR 


iCi; 


story brought to life through high 
quality computer generated graph- 
ics & elegantly composed sound & 


EA (Roleplaying) 
Release: 02/00 
PC CD 


'DIABLO II: INFERNO’ As one of 5 
character types, you'll journey 
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lains, discover nevr treasures & 
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new character classes with unique 
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net support. 

Blizzard (Roleplaylng) 
^ Release: 2/00 
PC CD 


ipand the specllied amount on any in-stack soflwaie and choose one iSpandSSD Cyberjudas CD, Realms Aikania Trilogy CD. Spaceward HO! CO 
ree IBM game iiom the corresponding list. Request must be made at Spend $100 Empire 2 CD. HatpaoR 97 CD, Master Orion 2 CD, WIzaidry Gold CD 
ime dI Older. Olfer good onin-slock software only, while supplies Iasi. Spend $200 7th Guest 2 CD, Capitalism PlusCD. WailordsSCD, X Com 
.Imit 2 percuslomer. Valid thiough January 6. 2000. [Apocalypse CD 


under S200lamrarMSh. COD $8. Price, release, availability, shipping times 

require added S&H. Within 10 days defectives repaired or replaced at 

final. S&H calculated on a per order, per shipment, and per item basis. 


ur discretion. After 10 days the manufacturer's warrantee applies. All sales fi 
he 'per order’ charge is charged once per order placed, the ’per item’ charge 
charged once 'of ^ch ilem^ ordered and the ’per sh^pranf^ctiarg^ejs 

rill be allocated to a 12 issue subscription to f^'ompuler Games Strategy Plus. 


PC 

PC 

PC 

PC 


$37.99 

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'ROAD TO MOSCOW’ Control 
Russian or German troops & play 
any of 12 scenarios or command 
the entire Eastern Front. Wage war 
on real terrain with realistic repre- 
sentation of command & control - 
no hexes, no turns, just pure simu- 
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mation. 


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3DO 

Armv Men Air Tactics 

84 

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109 

Activision 

Quake III: Arena 

C2 C4. 1 

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Star Trek Armada 

I4.1fi 

Activision 

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24-25 

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28-29 

Auifeal Inc. 

A3D 

38 

Bradv Gamos 

PC Slratetiv Guide. Final Fanlasv VIII 

75 

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BuvPCGames.com 

56-57 

Cavodofi 

I602 A0. 

154-155 

Chios & Bas 

www.cdmaa.com/chiDs.hlml 

172-173 

Council on Comoulma Poww 

RAM 

86 

Cioativn 1 abs 

Webcam Go 

73 

CrAalivo Labs 

Sound Blaster 

149 

D-Link 

D-Link Nelworkinri Kit 

165 

Dell Comoulei Cniooratinn 

Dimension i Inspiron Lines 

C5-Cfl 

Diamond Multimedia 

Viper 

139 

EA Soorts 


1 17-119 

Eidos Interactive 

Daikatana 

4-5 

Eidos Interactive 

Urban Chaos 

6-7 

Eidos Interactive 

Eidos Interactive 

10 

Eidos Interactive 

Deus El 

18-19 

Eidos Interactive 

Tomb Raider" The Last Revelalion 

41 

Eidos Interactive 

Thief 2 

42-43 

Fidns (nler.acli.e 

Omikron 

44-45 

Eidos Interactive 

Revenant 

46-47 

Electronic Arts 

The Sims 

53-55 

Electronic Arts 

F/A IS 

58-59 

Falcon Northoesl 

Gamina Systems 

137 


r,ame,Mve com 

171 


Wheel olTime 

140-141 

GT Interactive Software 

Unreal Tournament 

128B-C 

Hasbro Interactive 

Gunship' 

114-115 

Hasbrn Interactive 

f.i-iieslv 

132-133 

Hasbro Interactive 

Risk II 

147 

Interolav Productions Inc. 

Messiah 

2-3 


Ice Wind n.ilP 

n 

Interplay Productions Inc. Evotva 1 1 1 

LucasArts Entertainment 

Indiana Jones and the Inlernal Machine 

6-9 


DIose Combat 4 

120-131 

nVidia 

Nvidia 

128A 


Kincidom Under Fire 

76-77 

Rive, 


36-37 

Ripcord Games 

Spec Ops II 

94-95 

SeciaSoH Networks Inc. 

lOsix 

50-51 


Ground Control 

Ifi-17 


Nascar 3 

22-23 

Sierra On-bne 

Swal 3 

66 69 


Homewodd 

7879 

Sierra On-Line 

Nascar Leriends 

90-91 



26 


Wild WId West 

30-31 

S''ulfiPftak Inleraclive 

RIare .and Rl.ade 

125 



143 



99 

Talonsoft 

T?ar 

20 


Risinei Sun 

101 


Code Name Eaale 

130 

Talonsoh 

Devil's Bndrie 

145 

UGO 

Pre-Order Promotion 

80 


No. 

70-71 


Firestorm 

126-127 



135 



163 

7DNel 

ZDNel 

128D 


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^Dlcion p, 


by left areeii 


The Importance Of Being Pidgey 


te that a Gaimefcoy in my podket , or am I just hepp^ to be hsne? 


A S a lifelong oddball, nothing turns me off more 
than trendy marketing fads. Okay, 1 suppose 
naked photos of Bea Arthur might turn me off 
more, but I'm still waiting for those to arrive in the mail, 
so I can’t say for sure yet. The point is, when something 
gets extremely popular, that's usually my signal to run 
in the other direction. 

So when this whole Pokemon thing began heating up, 

I fully intended to ignore it with my usual snobbish dis- 
dain. I did this quite successfully at first, laughing with 
my fellow wizards in my online Magic guild about what 
loser geeks all those Pokemon fans were. 

But over the last month or so, as the mama has 
reached an insane critical mass— appearing on the cover 
of Time the week I write this — it became clear to me 
that ] needed to check it out, I am, after all, a gaming 
professional, A pundit, if you will. And no gaming pun- 
dit worth his Protoss action toy can ignore a phenome- 
non that has now raked in tens of billions of dollars in 
cross-promotional sales. 

Besides, our esteemed editor-in-chief, George Jones, 
recently became addicted to Pokemon, In addition to 
being a gaming professional, I am also a world-class 
suck-up. What better way to bond with the boss and 
advance my career than to share in one of his interests? 



the game itself is really quite 
incredible, and any PC game developer— or 
gamer— looking for a sterling example of game balance 
should drop their pretentions and check this thing out. 
Because what it is, really, is a pretty serious role-play- 
ing/strategy game, masquerading as a kid's toy. 

To try to catch and train all 150 Pokemon, you’ll 
explore and fight your way through a huge gameworld, 
with a variety of rewards constantly propelling you for- 
ward, The fighting and magic systems are creative and 
deep, and the sheer number of monsters at your dispos- 
al ensures that no two gamers will ever have the same 
experience. Your first fights will seem almost too easy, 
lulling you into thinking that you are in fact playing a 
dumb kids’ game, but I guarantee that once you're far 
into it — I'm 30 hours in and not halfway done — you'll be 
just as engrossed and obsessed with winning as in any 
PC game. And if you think I’m joking, then you haven't 
played it. 




Me: This Pokemon game sure is great, huh sir? 
George: I'm kinda busy here. 

Me: Who do you think is cooler, sir, Jigglypuff or 
Cubone? 

George: Get back to your desk, Green. 

Me: Another excellent idea sir! You’re a 
genius! 


My point here is just that gamers, all gamers, should 
be careful who and what they disdain. We shouldn't get 
above ourselves here. We shouldn’t pretend that just 
because we play OPERATIONAL ART OF WAR or ALPHA 
CENTAURI that we somehow occupy a loftier, more 
respectable position in society than the Pokemon fans. I 
mean, who are we kidding? To the lumpen mainstream 
mass out there, to those who have no clue what the dif- 
ference is between Mario and CIVILIZATION, we’re all a 


■ ■ I 


So I bought Pokemon for the Color 
Gameboy. (Pokemon Red. for those who care.) 

And what I learned, and what I want to share 
with you this month, is this: It's not the 
godawful kiddie toy from hell that 1 was 
expecting, but it’s actually,. .good, 

I know that this is not what you want to hear. It’s cer- 
tainly not what I planned on writing. If there's any topic 
ripe for ridicule, it's Pokemon. For example, when I read 
that over 200 people lined up before 6 a.m. at my local 
Toys R Us on the day after Thanksgiving just to get 
some kind of Pokemon scratch card, all 1 could think 
was: These people should have all been rounded up, 
put in a bus with bars on the windows, and sold to the 
Pentagon for military experimentation. Because clearly 
their time as functioning members of society has long 
since passed. 

But, see? There I go again, being a snob. The fact is, 
you need to separate Pokemon the game— which is what 
started this whole mess— from Pokemon the annoying 
media phenomenon. You may not want to know this, but 


Pokemon is really quite incredible, and any 
PC game deueloper-or gamer-looking for a 
sterling example of game balance should drop 
their pretentions and check this thing out. 


bunch of immature geeks, right? So why fight amongst 
ourselves? 

The fact is, the Pokemon crowd is a lot closer to us 
than you might realize. And a lot of them are going to 
grow up to be us. So the next time you see a kid playing 
the game, don't shake your head and mutter to yourself 
about the decline of Western civilization. Let it be a 
time for bonding, instead. Ask him if he’s caught a 
Snorlax, You'll put a smile on his face, and he just might 
remember that the first time he goes online to kick your 
ass in STARCRAFT. 


What Jeff doesn't realize is that his 42^^^ level 
Venusaur is no match for his PR pal Erica 's Level 
Mewtwo. Pity the fool at )eff_green@zd.com.l±LJ 


Compiiler Raming World (ISSM 07(4-6567j is puhiished numiHly by ZD Inc. E.ZSltiStral ^enitork. UY lOOK-TSSQ. SubstriiHiDn rxte is WSl lor 3 one-feair si±isoi|iniBn (12 
issues). Canada and ^1 other CDimlries add S16D9 for surface mail. Fosomasler; Send address cfian^ H Ceciiuta Gvning WorAcl. PjD. Box 57C7. Boirfder. CO ^32B-7I^. Canadan GST 
regeimion number is 85371 0142 RL Carada Post Imentalioiui Pub's Mail Produol {Canada OstrCnition) Sales Agreanern ^9645. Periodicals jxstaoe paid at tlen Vionk. IIY 119016 
icid additcxiai mailing ^offices. Printed in the U.Sd>. 


176 


FIBRUARY 2000 


COMPUTER BAMINO WORLD 









liilli 





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Pentium®/// 


“Monthly payments based on sales price depicted for 48-mo. term at 13.99% APR. NOT ALL BUYERS WILL QUALIFY FOR THIS 
APR. APk for qualified customers varies oy creditworthiness of customer as determined by Dell Financial Services L.P. 
Payments excluae taxes and shipping charges that vary. Taxes & shipping charges due with 1st payment unless included in the 
amount financed, in which case your monthly payment will be higher. Purchase Plan offered through Oell Financial Services 
LP, 14050 Summit Dr., Austin, TX 78728, to U.l state residents (including D.C.) with approved credit, excluding AR and MN 
residents. Availability may be limited or offer may vary in other states. 

Pricing not discountablo. Prices and specifications valid in U.S. only and subjoct to change without notice. 'For a complete copy of (Suaraniees or Limilod Warranties, 
write Dell USA LP., Attn: Warranties, One Dell Way, Round Rock, TX 78602. 'At-home or on-site service provided via service contract between customer snd third-party 
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■ SoundBlaster 64V PCI Sound Card with MusicMatch* 

Jukebox Standard” 

■ harman/kardon HK-195 Speakers 

■ V.90 56K Capable” PCI Telephony Modem for Windows 

^ i I O O As low as S33/MO., (or 48 Mos.” 

*« £-VALUECOD£;B9553-500111 
Dell Recommended Upgrade; 

■ 13.6GB‘ Ultra ATA Hard Drive 

■ Altec Lansing ACS-340 Speakers with Subwoofer 

■ l-Year Delinet*’" Internet Access” Service with 20M8 of Online Backup” 
Add $209 E-VALUE CODE: 89553-500n4u 


DELL’ DIMENSION^ L433cDQsktop 

Affordable Desktop Solution 

■ Intel* Celeron'" Processor at 433MHz 

■ 64MB SDRAM at lOOMHz 

■ 4,3GB‘ Ultra ATA Hard Drive 

■ NEW 15" (13,8" vis) E550 Monitor 

■ Intel" 3D AGP Graphics ■ 40X Max’ Variable CD-ROM Drive 

■ SoundBlaster 64V PCI Sound Card with MusicMatch* Jukebox Standard* 

■ harman/kardon HK-195 Speakers 

■ V.90 56K Capable’’ PCI DataFax Modem for Windows 


$899 


As low as 525rMo., (or 48 Mos.” 
E-VALUE CODE; 89553-500108 


Dell Recommended Upgrade; 

■ 6.4GB‘ Ultra ATA Hard Drive 

■ NEW 17" (16.0" vis, .28dpl E770 Monitor 

■ 1-Year Dellnet’" Internet Access” Service with 20MB of Online Backup” 
Add $189 E-VALUE CODE; 89553-5001 lOu 


l■800■543•7126 mon-sun; TA-MPCT 


thersoll over 150 hours, Remote subscribers subject to eddilicnal charge ofS4.95for each hour o( Dollnet service. Excludes applicablD taxes and 
local/long distance telephone access fees or charges. Additional Sl.OO/hour surcharge for Dellnet service in HI and AK, "Online backup services 
ere provided by a third party, and such services are provided subject to terms and conditions between such third party and the customer. Limited 
to 20MB of online storage; additional storage space available at additional charge. Dell disclaims any responsibility for lost customer data. 
“Software, packaging and documentation differ from retail versions. "For select Hewlett Packard primers. "Limited time offer. Includes one (1) DVD 
title (max. S2Q.OO total value, including tax and shipping chargesi with purchase of a new Dell system with a DVD-ROM drive. Internet access 
required to register (or the offer; see details at wvvw.dell.com/dellzane. Offer must be redeemed within 60 days from the date of system invoice. 
Nncludes one f1l upgrade and online technical suppon from MusicMatch. "To achieve 75GB Max. hard drive capacity on the Inspiron 7500, you 
must purchase a 25GS internal primary hard drive and the 25GB HDD option for both the 2nd and 3rd hard drive bays. Note that the Inspiron 7500 
notebook must be used on AC power when utilizing the 75GB Max. hard drive configuration. •’2.4X Min, “13.S Min. "Based on Intel AGP 4X Graphics 
Test and Platform Bandwidth Test. Intel, the Intel Inside logo and Pentium are registered trademarks and Celeron isa trademark of Intel Corporation. 
MS, Microsoft, IntelliMouse and Windows are registered trademarks of Microsoft Corporation, 3Com is a registered trademark of 3Com 
Corporation, HP and DeskJet are registered trademarks of Hewlett Packard Corporation, ©1999 Dell Computer Corporation. All rights reserved. 


BE DIRECT” 

o«>u. 

www.dell4nie.coiii 






Congrotulofions, You just left Bob and bis computer back there about half a mile, standing in a cloud of your 
dust. Meanwhile you're cruising at Mach II thanks to the new motherboard. Combined with RDRAM, it offers 
up to a 116% increased memory performance gain over earlier systems.^^ The result — WHOA! Start if up 
and you'll find that everything is faster, smoother, more realistic and more intense. Technology at warp speed. 
It's one more benefit of the DelUme^ total ownership experience. It's a complete resource for products and 
services that make if easy for you to get the most out of technology. 

DELL4me I I YOUR THOUGHTS EXACTLY. 



pentium«/// 


NEW DELL D/A1 EA/S/O A/ XPS B733r Desktop 
The Need-for-Speed Solution 

■ Intel’ Pentium' III Processor al 733MHr ■ 128MB ECC PC700 RDRAM at 356MHz 
• 27.3GB' Ultra ATA Hard Drive ■ 17" (16.0' visl P780 FD Trinition’ Monitor 

■ NEW32MB NVIDIA gcFORCE 4X AGP Graphics 

■ 8X Max'° Variable DVD-ROM Drive and Decoder Card with TV Out with FREE $20 DVD Movie Offer” 

■ NEWSB Live! Value Digital with MusicMaich* Jukebox Enhanced” 

■ NSkV Altec Lansing THX Certified ADA88S Dolby Digital Speakers with Subwoofer 

■ V.90 56K Capable" PCI Telephony Modern for Windows 

■ Microsoft' Works Suite 2000 with Money 2000 Basic • Microsoft* Windows’ 98, Second Edition 

■ 1-Year Delinct”' Internet Access" Service with 20MB of Online Backup"' 

■ 3-Year Limited Warranty’ ■ 1-Year At-Home Service' 


^ AslowasS82/Mn.,for48Mos.'" 

^ y y i:'VAlUECODE:89552-5001Z9 

Dell Recommended Upgrade; 

■ 19" 117.9" vis) P991 FD Trinitron' Monitor ■ 34-2GB‘ Ultra ATA Hard Drive 

■ Microsoft* Natural Keyboard Pro, Dell’ Edition 
Add S389 E-VALUC CODE; &9552-500133ii 


BE DIRECT" 

D^LL 


1.800.545.7126 MON-SUN; 7A-IIP CT 


www.dell4me.com 


“Monthly payments based on sales price depicted for 48-mo. term at 13.99% APR, NOT ALL BUYERS WILL QUALtFY FOR 
THIS APR. APR for qualified customers varies by creditworthiness of customer as determined by Dell Financial Services 
L.P. Payments exclude taxes and shipping charges that vary. Taxes & shipping charges due with 1st payment unless 
included in the amount financed, in which case your monthly payment will be higher. Purchase Plan offered through Dell 
Financial Services LP., 14050 Summit Dr., Austin, TX 78728, to U.S. state residents (including D.C.) with approved credit, 
excluding AR and MN residents. Availability may be limited or offer may vary in other states.